; Civilopedia.txt
;	Notes: for Conquests main game
;     Keys:
;       to add a game concept one must first add a Key for it.  these are of the form:
;			GCON_Name
;	    where Name contains only alpha-numerical symbols.
;		these Keys are used to look up the game concept Name and Text.
;       Keys are NOT translated.
;       Keys for other items (units, techs, etc.) are set by Civ3Edit.
;
;	  Game concepts follow the form:
;			#Key
;			Name
;			Text
;		Links in game concepts follow the form:
;           $LINK<Text=Key>
;		the Text -- everything between the '<' and the '=' must be translated.
;		the Key  -- everything between the '=' and the '>' must be a valid key
;					for the link to work
;
;	  Descriptions follow the form:
;			#Header
;			Text
;		the Header for descriptions must be in the form DESC_Key
;		so, for the game concept: "Territory" that has the key "GCON_Territory",
;		the Header should be "DESC_GCON_Territory"
;		A complete list of all Civilopedia Keys is coming soon.
;


#GAME_CONCEPTS_KEYS
GCON_Age_of_Science
GCON_Agreements
GCON_Air_Missions
GCON_Airfields
GCON_Armies
GCON_Assimilation
GCON_Barbarians
GCON_Barricades
GCON_Bombardment_in_Ports
GCON_Colony
GCON_Combat
GCON_Commerce
GCON_Conversion
GCON_Collateral_Damage
GCON_Corruption
GCON_Craters
GCON_Culture
GCON_Disease
GCON_Disorder
GCON_Draft
GCON_Embassies
GCON_Enslavement 
GCON_Espionage
GCON_Espionage_Missions
GCON_Experience
GCON_Food
GCON_Fortresses
GCON_Golden_Age
GCON_Governments
GCON_Happy_Faces
GCON_Hotkeys_Controls
GCON_Hotkeys_Units
GCON_Hurry_Production
GCON_Keypad
GCON_Landmark_Terrain
GCON_Leaders
GCON_Locked_Alliances
GCON_Maintenance
GCON_Maps
GCON_Mobilization
GCON_Moods
GCON_Nationality
GCON_Outposts
GCON_Overpopulation
GCON_Plants
GCON_Plague
GCON_Pollution
GCON_Radar_Towers
GCON_Radius
GCON_Research
GCON_Resistance
GCON_ResourcesB
GCON_ResourcesL
GCON_ResourcesN
GCON_ResourcesS
GCON_Revolution
GCON_Ruins
GCON_Shields
GCON_Short_Game_Modes
GCON_Spaceship
GCON_Specialists
GCON_Stealth_Attack
GCON_Strengths
GCON_Terrain_Combat
GCON_Territory
GCON_Tourist_Attraction
GCON_Trade
GCON_Transport
GCON_Treasury
GCON_Unit_Support
GCON_Victory
GCON_Volcanic_Eruptions
GCON_War_Weariness
GCON_We_Love_The_King_Day
GCON_Worker_Jobs
GCON_Worker_Jobs_Advanced
GCON_ZOC


#GAME_CONCEPTS


#GCON_Keypad
Number Keypad
^
^
^With your Num Lock "on," you can use the number keypad to move your units. Think of the numbers as the
eight directions on a compass.
^
^1 = move Southwest
^2 = move South
^3 = move Southeast
^4 = move West
^6 = move East
^7 = move Northwest
^8 = move North
^9 = move Northeast

#GCON_Overpopulation
Overpopulation
^
^
^Depending upon the level of difficulty you choose to play, overpopulation affects your cities at different stages. 
In each city, a number of citizens are born content. Thereafter, the rest are born unhappy. The number born content
are as follows.
^
^
^{Difficulty			Content Citizens}
^* Private					4
^* Lieutenant				3
^* Major					2
^* Brigader General			2
^* Major General				1
^* Lieutenant General			1
^* General					1
^* Marshal					1
^
^Overpopulation can also result in $LINK<starvation=GCON_Food>.

#GCON_Terrain_Combat
Defender Combat Bonus
^
^
^{Terrain Bonuses}
^Grasslands					  10%
^Plains						  10%
^Desert					  10%
^Floodplains				  10%
^Tundra					  10%
^Ocean					  10%
^Sea					 	  10%
^Coast						  10%
^Fresh Water Lake			  10%
^Marsh						  20%
^River						  25%*
^Forest					  25%
^Jungles					  25%
^Hills						  50%
^Volcano					  80%
^Mountains					100%
^
^{Structural Bonuses}
^Fortified Units				  +25%
^Fortress					  +50%
^Barricade					+100%
^Town Walls				  +50%
^Civil Defense				  +50%
^City						  +50%
^Metro						+100%
^
^* This bonus applies to the defender if attacked from the other side of a river.
^
^Cities with resisters do not give defensive bonuses.




#GCON_Hotkeys_Units
Hotkeys: Unit Commands
^
^
^{Settler / Worker Actions}
^Build Road 						R
^*   Road to							Ctrl-R
^Build Rail							Shift-R
^*   Rail to							Ctrl-Shift-R
^Build Road/Rail Net					Ctrl-N
^Build/Join city/colony				B
^*   Road then Colony					Ctrl-B
^Irrigate							I
^*   Irrigate to city					Ctrl-I
^Improve Nearest City					Shift-I
^Improve Nearest City/Without Altering	Ctrl-Shift-I
^Build Mine							M
^Build Fortress/Barricade				Ctrl-F
^Plant Forest						N
^Clear Pollution/Forest/Jungle/Marsh		Shift-C
^*   Clear all Forest					Shift-F
^*   Clear all Wetlands					Shift-W
^*   Clear all Damage					Shift-D
^Automate Worker					A
^Automate Worker (virgin terrain)		Shift-A
^
^{Air Missions}
^Bombing							B
^Recon							R
^Air Superiority						S
^Re-Base							Shift-R
^Precision Strike						P

#DESC_GCON_Hotkeys_Units
^{General Unit Commands}
^Hold (don't move)					Spacebar
^Wait (until end of turn)				W
^Fortify/Garrison/Sleep				F
^Go to								G
^*	Stack Go to						X, J
^*	Stack Go to With Same Units			Ctrl-X, Ctrl-J
^Disband							D
^Load/unload						L
^Explore							E
^Pillage							Shift-P
^Bombard							B
^Airdrop							P
^Airlift								T
^Sentry							Y
^*	Sentry (Until Enemy Contact)			Shift-Y
^
^{Special Actions and Orders}
^Upgrade Unit						U
^*	Upgrade all Obsolete Units			Shift-U
^Build Army							B
^Hurry City Production					Ctrl-H






#GCON_Hotkeys_Controls
Hotkeys: Game Controls
^
^
^{Main Controls}
^End Turn						Shift-ENTER
^Save Game					Ctrl-S
^Load Game					Ctrl-L
^Start New Game				Ctrl-Shift-Q
^Retire							Ctrl-Q
^Quit							ESC
^Civilopedia						Ctrl-C
^
^{Map Controls}
^Center map on Active unit			C
^Clear Map						Ctrl-Shift-M
^Zoom in/out					Z
^Map Grid on/off					Ctrl-G
^Locate City					Shift-L
^Center on Capital				H
^
^{Advisors and miscellaneous}
^Domestic Advisor				F1
^Trade Advisor					F2
^Military Advisor					F3
^Foreign Advisor					F4
^Cultural Advisor					F5
^Science Advisor					F6
^Wonders of the World			F7
^Victory Status Screen			F8
^Palace						F9
^Spaceship						F10
^Demographics					F11
^Preferences					Ctrl-P
^Audio Preferences				Shift-S
^Change Governments			Shift-G
^Change Mobilization				Shift-M

#DESC_GCON_Hotkeys_Controls
^{Diplomacy and Espionage}
^Plant Spy       				Ctrl+Shift+E
^Establish Embassy     		Ctrl+E
^Use Embassy or Spy			Shift+E
^Diplomatic Contact			Shift+D
^Espionage       				E
^
^{City Window}
^Hurry Production     			H
^Add to Production Queue		Shift+Click
^Governor       				G
^
^{Multiplayer}
^Center on Message Location	Ctrl-M
^Pause						Pause
^Perform Automation			Ctrl-U
^Send Voice Message			Tab
^Send Text Message			~~



#GCON_Craters
Craters
^
^
^Craters can occur in a non-city square due to bombardment attack. When a bombardment attack which eliminates
the last unit or terrain improvement in a square, a crater may be formed. Like pollution, the presence of
craters reduces a square's production, commerce, and food output by one.
^
^
^{Clearing Craters}  Craters can be cleaned up by $LINK<workers=GCON_Worker_Jobs>.
 


#GCON_Barricades
Barricades
^
^
^When a civilization has learned $LINK<construction=TECH_Construction>, its workers know how to construct
stone and masonry [barricades], which are even more formidable than $LINK<Fortresses=GCON_Fortresses>. 
^
^A Barricades can only be built on a square already containing a Fortress. Even if unoccupied, barricades
automatically stops movement of a ground unit entering its square (unless that unit belongs to the same civilization
currently controlling the barricade's square, or if that unit has a $LINK<Right of Passage=GCON_Agreements>
agreement through that land. Barricades become a fortress if their square is pillaged.
^
^Military units inside barricades have a few advantages.
^* They get a 100% defensive bonus if attacked (i.e., twice the defensive bonus being in a Fortress).
^* The $LINK<zone of control=GCON_ZOC> exerted by the fortress still applies to a barricades.



#GCON_Bombardment_in_Ports
Bombardment in Ports
^
^
^A ship moored at a dock, or at anchor, is unable to quickly maneuver. Therefore, naval units "in port" (i.e., in a
coastal city square being bombarded) are especially vulnerable to bombardment attacks.



#GCON_Collateral_Damage
Collateral Damage
^
^
^An attack by a unit with the “Collateral Damage” capability can potentially damage improvements in the
attacked square during the attack, representing damage to improvements, local structures or residents due
to combat (but not necessarily due to bombardment).



#GCON_Enslavement 
Enslavement
^
^
^Enslavement allows a unit to potentially "enslave" a combatant (instead of killing it) when it wins a battle. A unit with the "enslave" capability has a 1/3 chance of enslaving a defeated unit everytime it wins a battle. As soon as the battle is over, the game determines if the defeated unit is enslaved; if so, the unit is turned into another unit type (as specificed in the editor) and is immediately under the control of the victorious player. 



#GCON_Landmark_Terrain
Landmark Terrain
^
^
^A pre-designed scenario (only) might feature "Landmark Terrain", which essentially is a variation on a
standard terrain type in order to alter that terrain's shield (production), food or commerce value(s).
If the game preference for [Show Food and Shields on Map] is ON, Landmark Terrain squares are shown on
the game map by a small gold diamond outline. As usual, information about a square's terrain can always be
determined by right-clicking on it.



#GCON_Locked_Alliances
Locked Alliances
^
^
^A pre-designed scenario (only) might begin with some (or all) civilizations grouped into several "Locked
Alliances". Members of a Locked Alliance have a permanent $LINK<Mutual Protection Pact=GCON_Agreements> with
each other. Therefore, a civilization that is part of a Locked Alliance is not allowed to conduct any type
of attack against another member of its alliance. Furthermore, if any civilization attacks another nation
that is part of a Locked Alliance, the attacker will find itself at war with all nations member to that
Locked Alliance.
^
^
^{Permanent War}  
^A Locked Alliance (and all of its member civilizations) might also find itself permanently at war -- right
from the start of the scenario -- with another Locked Alliance if so dictated by the scenario. Such a war is
permanent, and only ends when all members of one of the warring alliances have been eliminated (or the
scenario's time limit is reached).
^
^
^{Coalition Victory}
^A scenario featuring one or more Locked Alliances might specify that "Coalition Victory Conditions" are in effect.
In this case, victory criteria (score, victory points, cultural value, etc.) are summed for all allied players in
each Locked Alliance. As soon as any coalition has fulfilled the scenario's victory conditions the scenario ends
and all civilizations member to the winning coalition are awarded victory. 




#GCON_Volcanic_Eruptions
Volcanic Eruptions
^
^
^A $LINK<volcano=TERR_Volcano> is a disaster waiting to happen, as it can suddenly erupt with no warning. Most of
the time, however, a dark cloud begins to emanate from the volcano's "mouth" a few turns in advance of an eruption --
but such a warning cannot be guaranteed. Rest assured, however, once you notice a volcano beginning to smolder an
eruption is in the offing.
^
^{Lava Flow}  
^When a volcano erupts it spews forth lava -- in the form of $LINK<pollution=GCON_Pollution> -- that will mar the landscape of many of
the tiles adjacent to the volcanic mountain. Volcanic "fallout" can be cleaned up by $LINK<workers=GCON_Worker_Jobs>
set to clean up damage.



#GCON_Plague
Plague
^
^
^The sudden appearance of The Plague can be a devastating event. Plague, if and when it occurs, can wipe out city population
and land units (except Kings). The effect of plague is exacerbated in larger cities, walled cities and cities
with $LINK<commerce=GCON_Commerce> and a $LINK<trade network=GCON_Trade>. Once the concept of $LINK<Sanitation=TECH_Sanitation>
is understood the effect of plague is much reduced.



#GCON_Plants
Power Plants
^
^
^Once a city has a $LINK<factory=BLDG_Factory>, it may also build a [Power Plant]. There are four kinds:
^
^$LINK<Coal Plant=BLDG_Coal_Plant>
^Increases factory output by 50%.
^
^
^$LINK<Hydro Plant=BLDG_Hydro_Plant>
^Increases factory output by 50%.
^
^




#GCON_Revolution
Revolution
^
^
^If your civilization has knowledge of more than one system of $LINK<government=GCON_Governments>,
you can cause a revolution to usher in a [new] system of government.
^
^On the [Domestic Advisor] click the "Government" button to start a revolution.



#GCON_ZOC
Zone of Control
^
^
^Some military units have a [zone of control] that influences the eight squares surrounding the unit.
This represents the unit's ability to project its combat power into surrounding areas. Such units attack
enemies that enter the zone of control without initiating a full battle.




#GCON_Unit_Support
Supporting Military Units
^
^
^Generally, each military unit must be supported with one gold per turn from its $LINK<treasury=GCON_Treasury>.
However, each form of $LINK<government=GCON_Governments> defers these costs for a certain number of units,
depending upon how many towns, cities, or metros the civilization controls.
^
^{Government			Town	City		Metro}
^Anarchy				  0		  0		  0
^Despotism				  8		  8		  8
^Absolute Monarchy		  4		  8		  16
^Republic				  2		  6		  8
^Feudalism			  	  10		  4		  2
^Bolshevism			 	  12 	  	  12		  12
^Fascism				  8		  14		  20
^Democracy			  	  1	  	  1		  1
^Constitutional Monarchy	  2		  2		  2



#GCON_Governments
Governments
^
^
^There are eight forms of government that you can use to control your civilization.
Each has advantages and disadvantages. The type of government you use determines:
^
^How efficient your $LINK<workers=PRTO_Worker> are (how quickly they get their jobs done).
^How much $LINK<Corruption and Waste=GCON_Corruption> affects your civilization.
^The number of citizens you can $LINK<draft=GCON_Draft> per turn.
^The number of military units that can be used as $LINK<military police=GCON_Moods>.
^The number of military units you can have before you must $LINK<support=GCON_Unit_Support>
them from your $LINK<treasury=GCON_Treasury>.
^
^The possible government types are:
^* $LINK<Anarchy=GOVT_Anarchy>
^* $LINK<Despotism=GOVT_Despotism>
^* $LINK<Absolute Monarchy=GOVT_Monarchy>
^* $LINK<Republic=GOVT_Republic>
^* $LINK<Feudalism=GOVT_Feudalism>
^* $LINK<Bolshevism=GOVT_Communism>
^* $LINK<Fascism=GOVT_Fascism>
^* $LINK<Democracy=GOVT_Democracy>
^* $LINK<Constitutional Monarchy=GOVT_ConsMonarchy>
^
^
^To change your form of government, you must have a $LINK<revolution=GCON_Revolution>.




#GCON_Mobilization
Mobilization
^
^
^When a civilization develops $LINK<Nationalism=TECH_Nationalism>, it can [Mobilize] its economy for war.
Mobilize your economy using the "Mobilization" button on the Domestic Advisor.
^
^
^{Effects of Mobilization}
^* During mobilization a city building a military unit produces one extra $LINK<shield=GCON_Shields>
in every square that is already producing at least one.
^A civilization that is mobilized:
^* May only build military units and military city improvements.
^* May not build peacetime improvements.
^* May not return to Normalcy until a Peace Treaty is signed.




#GCON_Barbarians
Barbarians
^
^
^[Barbarian tribes] inhabit every continent of the world and there are two types: Passive and Aggressive.
^
^
^{Passive Tribes} 
^Passive barbarians reside in small villages. When you send a unit into one of these villages, several
things can happen -- some good and some bad. Possible results range from learning a new Civilization Advance 
to enraging the residents and having to battle them.
^
^
^{Aggressive Tribes}
^These [named] tribes also reside in villages on the map, but they send out raiding parties
to fight your units and pillage your cities and towns. By destroying a tribal village you can stop the raids from
that village. But the survivors will move to a new site in explored or unexplored $LINK<territory=GCON_Territory>
and begin raiding from there.



#GCON_Strengths
Civilization Strengths
^
^
^There are eight areas in which civilizations have natural [strengths.] Each strength gives a civilization one free
Advance and one rules advantage as outlined below:
^
^
^{Agricultural}
^Agricultural city improvements (aqueduct, for instance) are easier to build, and the center city square
and irrigated deserts produce one more food.
^
^
^{Commercial}													
^The center city squares of all cities and metros produce extra $LINK<commerce=GCON_Commerce>, and less
$LINK<corruption=GCON_Corruption> is experienced.
^
^
^{Expansionist}												
^The civilization starts the game with a $LINK<scout=PRTO_Scout> and can build more later, and passive minor
$LINK<barbarians=GCON_Barbarians> are friendlier.
^
^
^{Industrious}										
^Workers complete $LINK<tasks=GCON_Worker_Jobs> faster and the center city square of all cities produces
extra $LINK<shields=GCON_Shields> in cities and metros.
^
^
^{Militaristic}													
^It is easier to build military improvements (barracks, for example), and combat $LINK<experience=GCON_Experience>
is gained more quickly.
^
^
^
^(continued)
#DESC_GCON_Strengths
^
^
^{Religious}													
^Religious civilizations do not experience prolonged periods of $LINK<anarchy=GOVT_Anarchy> during $LINK<revolutions=GCON_Revolution>, and
religious city improvements (Temples, for instance) are easier to build.
^
^
^{Scientific}												
^Scientific city improvements (like research labs) are easier to build and the civilization
receives a free $LINK<Civilization Advance=MENU_Technologies> at the start of every era.
^
^
^{Seafaring}
^Each city built along the coast receives a commerce bonus in the center city square, and Seafaring city
improvements (such as the Harbor or Commercial Dock) are easier to build.  Ships move faster and are less likely to sink in the sea or ocean.




#GCON_Draft
Draft
^
^ 
^When a civilization develops $LINK<Nationalism=TECH_Nationalism> its citizens can be drafted into
military service. Each city can draft some of its population each turn, depending upon the government currently in effect.
^* A civilization in $LINK<Anarchy=GOVT_Anarchy> may not use the draft.
^* A city in a $LINK<Democracy=GOVT_Democracy> or $LINK<Republic=GOVT_Republic> can draft [one] citizen per turn.
^* A city in a country under $LINK<Communism=GOVT_Communism>, $LINK<Despotism=GOVT_Despotism>, $LINK<Fascism=GOVT_Fascism>,  $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Monarchy=GOVT_Monarchy> can draft [two] citizens per turn.
^
^To utilize the draft, press the "Draft" button on the City Display. You may only draft citizens from a city with
^a population of 7 or higher.
^
^
^However, drafting citizens will cause unhappiness in the city.



#GCON_Maintenance
Maintenance
^
^
^Some city improvements must be maintained after they are built. This [maintenance] cost
is paid from your $LINK<treasury=GCON_Treasury> once every turn.


#GCON_Combat
Combat
^
^
^There are four types of combat: ground/naval combat, bombardment, missile attacks, and air combat.
^[Ground/Naval combat] occurs when units of different civilizations try to occupy the same square.
The two units trade blows until one of them loses its health bar and is destroyed.
The winner may be damaged (its health bar is reduced). 
^[Bombardment] occurs when a ranged unit or air unit attacks without entering the defender's square.
Bombardment inflicts losses to the defender's health bar but never completely destroys them.
Air bombardment is the same except the planes fly to the target and may be shot down on the way.
^[Missile attacks] are like bombardment, but the unit never returns to its base and the attacks can destroy enemy units.
^[Air combat] occurs between air units.
^
^{Repairing Damage}
^A unit that takes damage in combat but survives can heal, adding one $LINK<block=GCON_Experience> per turn back to
its health bar. To do so, it
^* must be in friendly or neutral territory.
^* must not move for a complete turn.



#GCON_Conversion
City Defection
^
^
^Cities with little culture who are members of culturally-poor civilizations can [defect]
to other, stronger, more impressive civilizations. This can occur when the city is located close
to a culturally rich rival civilization or when foreign nationals are still present in the city.
^
^
^Defections are made more likely by:
^* The presence of $LINK<foreign nationals=GCON_Nationality> of the other civilization in the city.
^* The application of $LINK<propaganda=GCON_Espionage> by the other civilization.
^* $LINK<Civil disorder=GCON_Disorder> in the city.
^* The proximity of foreign territory.
^* The proximity of a foreign capital.
^
^Defections are made less likely by:
^* The presence of ground combat units in the city.
^* We Love The ____ Day.
^* The proximity of your capital.



#GCON_Air_Missions
Air Missions
^
^
^Air units are not moved around the map like other units. Instead, they are stationed in a city,
and assigned missions which they execute immediately against targets within their operational range.
^
^When an air unit is active, choose the mission you want it to perform (command button or hot key) and
choose a target within the plane's range.
^
^{Air Superiority (S)}
^The plane attempts to intercept enemy aircraft that attack targets within the inner half of its operational range.
^
^{Bombing Mission (B)}
^The plane flies to the target and attacks, sometimes affecting city improvements,
and sometimes population.
^
^{Precision Strike (P)}
^Performed by $LINK<stealth aircraft=PRTO_Stealth_Fighter>,
precision strikes destroy city improvements only, unless there are none in which case population is affected.
^
^{Recon Mission (R)}
^The plane flies to the target and reveals the map.
^
^{Re-Base Mission (Ctrl-R)}
^The unit can be moved to another city or a $LINK<carrier=PRTO_Carrier> a distance equal to up to Six
times the plane's operational range.



#GCON_Transport
Transport
^
^
^Some naval and one air unit can carry or [transport] other units.
^
^{Ships}
^Ships can be boarded from any shoreline
by simply moving the rider onto the ship. They may also be boarded from inside a coastal city by right-clicking
the unit in the garrison box and selecting from the menu, or using the Load command button when on the main map.



#GCON_Espionage
Espionage
^
^
^Once a civilization learns $LINK<Espionage=TECH_Espionage> and builds an $LINK<Intelligence Agency=BLDG_Intelligence_Center>,
it can conduct [espionage missions] to find out classified information about other civilizations, friend and foe.
Espionage can also be used to harm a rival or sabotage his $LINK<production=GCON_Shields>.
Remember though, failed missions can seriously damage your reputation.
^
^{Espionage Screen:}
^
^The Espionage screen is comprised of: current opponents, available missions, your current asset information, city selection, 
and operational cost options. This screen is available for use once a player has discovered $LINK<Writing=TECH_Writing>.
^
^Your opponents are displayed followed by icons that indicate your Espionage status within that civilization. If the Embassy Icon 
is displayed, you currently have an embassy within that civilization's capitol city. If the Spy icon is present, you have a spy
planted within that civilization.
^
^The mission area displays the various diplomatic and clandestine espionage options which you may currently engage in. 
When an espionage mission button has been selected. The following is a list of espionage and diplomatic missions that may be performed:
^
^The assets section provides a summary of your current monetary and technological assets, including the amount of gold in your
treasury, your technological achievements (those that apply to espionage), and your level of spy experience
^
^The operational cost options allow you to set the level of risk you are willing to undertake with regard to the current mission. 
The controls for executing and canceling missions are also located in this area.
^
^
^(continued)
^
#DESC_GCON_Espionage
^
^
^
^The following is a list of espionage missions that may be performed (note that most missions become available after you have 
researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization.
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.




#GCON_Espionage_Missions
Espionage Missions
^
^
^
^{Launching a Diplomatic or Spy Mission:}
^
^You can launch certain diplomatic missions at any time after the discovery of $LINK<Writing=TECH_Writing>. Other 
missions become available as your level of technology increases. Spy missions become available 
after you have discovered $LINK<Espionage=TECH_Espionage>.
^
^To launch a diplomatic or spy mission:
^
^{1 -} Select the target civilization in the Opponents area.
^
^{2 -} Select a mission type (Diplomatic or Spy).
^
^{3 -} Select a mission.
^
^{4 -} Select the target city for the mission (if appropriate).
^
^{5 -} Select an option in the Operational Costs area.
^
^{6 -} Click Execute to launch the mission.
^
^Note that if you decide to NOT execute the mission, you can click Cancel or exit the Espionage screen to cancel it.
^
^The following is a list of diplomatic and espionage missions that may be performed (note that most missions become 
available after you have researched $LINK<Espionage=TECH_Espionage>):
^
^{Establish Embassy -} Attempts to establish an embassy with the currently selected Civilization.
^
^{Plant Spy -} This option attempts to plant a spy with the currently selected Civilization. 
^
^(continued)
^
#DESC_GCON_Espionage_Missions
^
^
^(continued)
^
^{Steal Technology -} This option attempts to Steal a Technology from the currently selected Civilization. 
^
^{Steal Military Plans -} Use a spy to steal military plans of a rival, which reveals the locations of all their military units.
^
^{Initiate Propaganda -} Initiate propaganda against the city where the spy resides. If successful, 
the people will revolt and $LINK<defect=GCON_Conversion> to your side.
^
^{Expose Enemy Spy -} If you suspect a rival has planted a spy in one of your cities you can attempt to expose the intruder.
^
^{Investigate City -} This option attempts to Investigate a City belonging to the currently selected Civilization.
^
^{Steal World Map -} Use a spy to steal a $LINK<world map=GCON_Maps> from a rival.
^
^{Sabotage Production -} Use a spy to destroy all the $LINK<shields=GCON_Shields> in the production box of a rival city.
^




#GCON_Spaceship
Space Ship
^
^To win the space race $LINK<victory=GCON_Victory>, you have to be the first to build, then launch, the spaceship.
The spaceship is comprised of components:
^
^$LINK<Thrusters=BLDG_SS_Thrusters>
^$LINK<Cockpit=BLDG_SS_Cockpit>
^$LINK<Docking Bay=BLDG_SS_Landing_Docking_Bay>
^$LINK<Engine=BLDG_SS_Engine>
^$LINK<Fuel Cells=BLDG_SS_Fuel_Cells>
^$LINK<Life Support System=BLDG_SS_Life_Support_System>
^$LINK<Stasis Chamber=BLDG_SS_Stasis_Chamber>
^$LINK<Storage/Supply=BLDG_SS_Storage_Supply>
^$LINK<Planetary Party Lounge=BLDG_SS_Planetary_Party_Lounge>
^$LINK<Exterior Casing=BLDG_SS_Exterior_Casing>
^
^The components may be built in any order.




#GCON_Victory
Victory Conditions
^
^To check your current level of victory at any time during play, press the {F8} key to open the Victory Status Screen,
or press the {V} button located in the lower right corner of the screen. 
^ 
^There are the ways to win:
^
^
^
^{Domination}
^Have 60% of the world's land surface within your $LINK<borders=GCON_Territory> as well as 25% of the world's population
within your cities.This can be accomplished either by military measures or by $LINK<cultural=GCON_Culture> development
(or, more likely, a combination of the two).
^
^
^{Conquest}
^A purely military solution: conquer the world, civilization by civilization. If you eliminate [all]
civilizations from the game, you win.
^
^
^
^{Diplomacy}
^Getting yourself elected to the head of the United Nations requires excellent diplomatic skills.
After the $LINK<League of Nations=BLDG_United_Nations> is built, there
are periodic votes by the council to elect a Leader. To be elected, a candidate must win a majority of all votes.
If you are the one, you win the game.
^
^[Candidates]
^There are always two, and sometimes three, candidates. To be a candidate in an election a civilization must, either:
^	* have built the UN.
^	* control at least 25% of the world's territory.
^	* control at least 25% of the world's population.
^
^If only one civilization is eligible, then the second candidate is the civilization with the largest population.
^
^{Histograph}
^[Civilization III] runs until the year 2050. If the game ends and no one has won the space race, conquered or dominated
the world, wowed the world with cultural achievements or diplomatic aplomb, 
then the winner is determined by constructing a [histograph.]
^
^A histograph looks at the total "Score" generated by all civilizations turn by turn over the course of the game.
The civilization that generated the highest score -- on average -- wins. Being powerful in Ancient Times
is just as valuable as being powerful in the Modern Era.
^
^There is also a Victory Point Victory where you must amass 500,000 VP to win the scenario.




#GCON_Maps
Maps
^
^
^{Fog of Intelligence}
^The map is overlaid with a veil of darkness obscuring areas of the world your people have never explored.
As units move over the surface of the world they reveal the unexplored areas, brightening the areas they
can currently "see." Areas that have been explored, but are not currently "seen" by your people have a soft gray
veil over them.
^
^So at any time, each and every square of the map is either
^* unexplored			in darkness
^* explored				in grayness
^* seen				well lit
^
^
^{World Maps} As civilizations explore the world and found new cities, they gather information and create a map of
the world that is unique. For each civilization, it is comprised of the area its people currently see
and the explored areas (as they were when last seen). This is called the civilization's [world map] and
can be very valuable in negotiations with other, less knowledgeable, civilizations. You will be able to trade world
maps after your civilization discovers $LINK<Navigation=TECH_Navigation>.
^
^
^{Territory Maps} Each civilization also keeps a [territory map] showing areas under its cultural influence only.
These are less valuable in negotiations, but still of some worth.




#GCON_Golden_Age
Golden Age
^
^
^Every civilization can experience a [Golden Age], a 20-turn period in which every citizen laborer in the empire
is more productive, producing one extra $LINK<shield=GCON_Shields> and/or $LINK<commerce=GCON_Commerce>
if already producing at least one. A civilization's Golden Age is triggered in one of two ways:
^
^{Unique Unit Victory}
^Each civilization has a unique military unit -- one that only it can build.
A civilization's Golden Age can begin when its unique military unit is victorious in battle.  Note that only victories
versus other civilizations are capable of initiating a Golden Age in this way.  Victories versus barbarians will not initiate
a Golden Age.
^
^
^{Great Wonders}
^Each $LINK<Great Wonder=MENU_Wonders> is associated with one or more civilization strengths.
If a civilization builds a Great Wonder (or Wonders) that corresponds to [both] its unique $LINK<strengths=GCON_Strengths>, its Golden Age can be triggered.




#GCON_Age_of_Science
Age of Science
^
^
^Every civilization can experience an [Age of Science], a 20-turn period in which the 
$LINK<scientific research=GCON_Research> of each city in that civilization's empire is 25% more productive.
An Age of Science can only be triggered by a $LINK<scientific leader=GCON_Leaders>.




#GCON_Radius
City Radius
^
^
^Every city has a [city radius], an area around the city in which its citizens work. The radius is shown on
the City Display and potential radii are shown whenever a settler is active.
^
^{A square is part of a city's radius if it is}
^* within the city's $LINK<cultural borders=GCON_Territory>, and
^* within two squares of the city. 
^
^Citizens of the city work the squares in the city radius, extracting $LINK<Food=GCON_Food>,
$LINK<Shields=GCON_Shields>, and $LINK<Commerce=GCON_Commerce> -- the three basic currencies.





#GCON_Disease
Disease
^
^
^[Disease] kills citizens and units that spend too much time in unhealthy areas like
$LINK<floodplains=TERR_Flood_Plain>, $LINK<jungles=TERR_Jungle> and
$LINK<marsh=TERR_Marsh>. Military units that fortify in these terrains are susceptible
to [disease].
^
^Your workers can $LINK<clear jungles or marsh=TFRM_Clear_Wetlands> and eliminate that risk.
Floodplains continue to be risky until you discover $LINK<sanitation=TECH_Sanitation>.




#GCON_Agreements
Diplomatic Agreements
^
^
^When your civilization builds an $LINK<embassy=GCON_Embassies> in a rival's capital city, or when a rival builds one
in your capital, you can negotiate [Diplomatic Agreements] with that civilization. For this scenario, there is only 1 option:
^
^
^{Right of Passage}
^You agree to allow his or her military units to move through your $LINK<territory=GCON_Territory> and use
your transportation network (roads and railroads).





#GCON_Culture
Culture
^
^
^[Culture] represents the impact of your civilization's customs, arts, and philosophy on the people
in the countryside surrounding your cities, and is represented in the game by $LINK<borders=GCON_Territory>.
^ 
^
^{City Cultural Value and Borders}
^All Wonders of the World and many city improvements generate culture points every turn. These accumulate
over time and when the total culture value of a city reaches certain thresholds (10, 100, 1,000, 10,000, 20,000, etc.),
a [border expansion] is triggered. Pay attention to the culture box on the [City Display] to judge
when expansions will occur. The amount of culture each Wonder or improvement contributes doubles after 1000
years.
^ 
^
^{Civilization Culture Value}
^The sum of the cultural values of all of your cities is your [civilization's cultural value.]
It comes into play when you conquer an enemy city (and $LINK<resistance=GCON_Resistance> is determined),
conduct diplomacy with a rival, or when you and a rival both have a legitimate claim on a terrain square.
In all cases, if your civilization is more valuable culturally than your rival, that's good --
and the greater the discrepancy between you, the better.
^ 
^
^{Global Cultures}
^There are five global cultures in the game: Amerindian, Greco-Roman, European, Far Eastern,
and Middle Eastern. Global culture determines the look of cities and citizens, and nations
of the same global culture tend to start near each other and are more tolerant in diplomacy.





#GCON_Nationality
Nationality
^
^
^Each civilization produces citizens of its own [nationality], a characteristic that
persists until $LINK<assimilated=GCON_Assimilation> into another nationality.
^
^ 
^{Foreign Nationals}
^When a city is captured, this can create a city controlled by one nationality, but populated by another.
These citizens are called [foreign nationals]. Foreign nationals retain their team colors so they can be easily identified.
^
^
^Having a city with foreign nationals is not a problem unless you are at war with
the nation that originally produced them. When at war, foreign nationals become
unhappy more quickly than others and are more likely to be affected by hostile propaganda from
their mother country.
^ 
^
^Captured workers and settlers retain their original nationality as well, and, if ordered to
join a city, become foreign nationals within that city.





#GCON_Resistance
Resistance
^
^
^[Resistance] represents the unwillingness of the citizens of a strong culture to be subjugated by
another, less valuable culture. When a city is captured, a comparison of the 
$LINK<civilization cultural values=GCON_Culture> of the two civilizations determines if any of the
$LINK<foreign nationals=GCON_Nationality> will resist.
^
^Resisters are unwilling to work under the new regime.
^ 
^{Stopping Resistance}
^Resisters can be quelled by ending the war or garrisoning strong military units in the city -- the more the better.





#GCON_Assimilation
Assimilation
^
^
^[Assimilation] is the process by which $LINK<foreign nationals=GCON_Nationality> change their nationality
from one civilization to another. When a foreign national has been a part of a minority population longer than not,
he or she assimilates and becomes a member of the majority nationality.
^ 
^
^This process can take many turns, but the reduced risk of successful $LINK<hostile propaganda=GCON_Espionage> makes
it useful.





#GCON_Territory	
Territory
^
^
^Every civilization has [territory] (areas of the map claimed as national land). The extent of your territory
is the sum of all terrain squares under the cultural influence of your cities, which in turn is a
result of the $LINK<cultural value=GCON_Culture> of each city. 
^
^
^{Borders}
^Your territory is defined by your [borders], which are drawn in your civilization's color, and clearly mark
your cultural boundaries. The area within your borders is [friendly] territory.
^ 
^
^{Advantages of Friendly Territory}
^Your territory has several characteristics beneficial to you.
^* Rival civilizations cannot benefit from the roads or rails within your territory without a
$LINK<right of passage=GCON_Agreements> agreement.
^* You can always $LINK<"see"=GCON_Maps> squares in friendly territory.
^* Tradable $LINK<resources=GCON_ResourcesN> are easier to get when found within your territory
(no need for a $LINK<colony=GCON_Colony>).
^* You can eject rival military units from your territory during diplomatic negotiations.





#GCON_Colony
Colony
^
^
^[Colonies] are built and maintained by a Colonizer and enable exploitation of tradable $LINK<resources=GCON_ResourcesN>
that lie outside your $LINK<territory=GCON_Territory>. As with all tradable resources (strategic and luxury),
you need a road connecting the colony to one of your cities to get the benefits of the resource.





#GCON_Trade
Trade and Trade routes
^
^ 
^{Domestic Trade}
^Domestic trade occurs automatically between cities of the same civilization that are [connected] to each other.
Any tradable $LINK<resource=GCON_ResourcesN> within your territory that is connected to any city is shared
by [all] connected cities. Every city that is connected to a resource has that resource in the appropriate box of the
City Display.
^ 
^
^{Foreign Trade}
^A single resource icon is enough to supply the needs of an entire civilization. Excess resources may
be traded to other civilizations if the capital cities of both civilizations are connected. You trade
strategic and luxury resources with other civilizations during diplomatic negotiations.
^
^
^{Trade Route Connections}
Two cities are connected if any one of the following are true:
^* there is a $LINK<road=GCON_Worker_Jobs> or $LINK<railroad=GCON_Worker_Jobs> running between them,
^* there are $LINK<harbors=BLDG_Harbor> in both cities and a visible water route between them,
^* or both cities contain an $LINK<airport=BLDG_Airport>.
^
^
^[Water Routes]: In order to use a water trade route, your civilization must be able to safely traverse
^every square of the route and this depends upon having
$LINK<Map Making=TECH_Map_Making>,
$LINK<Navigation=TECH_Navigation>, and/or
$LINK<Magnetism=TECH_Magnetism>.
^
^
^The only exception involves enemy territory: two cities are not connected if the only road/rail that
connects them passes through enemy territory, or if a harbor is blockaded by enemy naval forces.






#GCON_ResourcesN
Natural Resources
^
^
^There are 51 [natural resources] represented by various icons scattered around the world. These fall into three
categories, [Bonus, Luxury,] and [Strategic].
^
^
^[$LINK<Bonus Resources=GCON_ResourcesB>] give city production bonuses in worked squares within a city radius. Bonus resources
cannot be traded to other cities or civilizations. Bonus resources are always visible in $LINK<explored=GCON_Maps> areas of the map. 
^
^
^[$LINK<Luxury Resources=GCON_ResourcesL>] also give city production bonuses in squares worked by citizens.
But they may also be traded along trade routes, and make content people happy in cities that receive them. Luxury
resources are always visible on the map in explored areas.
^
^
^[$LINK<Strategic Resources=GCON_ResourcesS>], like both the others, give bonuses to city production, but, like luxuries they can also be traded.
Strategic resources are required for a city to build various military units and city improvements. Strategic resources 
appear on the map when a Civilization Advance exposes their usefulness.
^
^
^Luxury and Strategic Resources are referred to as {Tradable Resources.}





#GCON_ResourcesB
Bonus Resources
^
^
^[Bonus resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>. These
cannot be traded like $LINK<luxury=GCON_ResourcesL> or $LINK<strategic resources=GCON_ResourcesS>,
but do provide bonuses to worked squares within a $LINK<city radius=GCON_Radius>.





#GCON_ResourcesL
Luxury Resources
^
^ 
^[Luxury resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade routes=GCON_Trade>, luxury resources produce
[$LINK<happy faces=GCON_Happy_Faces>], making content citizens happy. The number of happy faces produced
by luxuries depends upon the presence or lack of a $LINK<marketplace=BLDG_Marketplace>.
^
^When a city "has" a luxury resource, it appears in the city's {Luxuries box}.



#GCON_ResourcesS
Strategic Resources
^
^
^[Strategic Resources] are one of the types of $LINK<natural resources=GCON_ResourcesN>.
When available to a city from foreign or domestic $LINK<trade=GCON_Trade>, strategic resources enable the
construction of some units and city improvements.
^
^When a city "has" a strategic resource, it appears in the city's {Strategic Resource box}.



#GCON_Experience
Combat Experience
^
^
^Military units are rated according to combat experience: [conscripts, regulars, veterans,] and [elite units].
The more experienced a unit, the more damage it can absorb before being destroyed in combat.
The number of blocks in the unit's health bar shows this distinction.
^
^{Unit Type		   Blocks}
^Conscripts				2
^Regulars				3
^Veterans				4
^Elite units				5
^
^
^Normally, cities produce regulars. Occasionally your men will discover barbarian tribes that contribute [conscripts] to your army, and sometimes you
may institute the draft, which also produces conscripts.
^
^
^[Elite units] cannot be built: they gain this status only through actual combat experience. An elite unit can produce a
$LINK<great leader=GCON_Leaders>, if it continues to be successful.
^
^
^{Battlefield Promotions}
^When one of your units is victorious in battle, there is a chance it will gain combat experience and be promoted to
the next level.





#GCON_Leaders
Leaders
^
^
^There are two kinds of great leaders: Military and Scientific.
^
^A {Military leader} is born in combat. This [can] occur when an $LINK<elite unit=GCON_Experience> wins a
battle. 
^
^A Military Leader can be used to either create an $LINK<army=PRTO_Army> or to
$LINK<hurry=GCON_Hurry_Production> production of an Improvement or Small Wonder in a city. When a military
leader does either of these actions he disappears.
^
^
^A {Scientific leader} comes about as a result of $LINK<research=GCON_Research>. Each time a technology
is researched for the [first] time by any civilization there is a chance that a Scientific leader will arise
(this chance is increased slightly if the researching civilization has the "scientific"
$LINK<strength=GCON_Strengths>.
^
^A Scientific Leader can be used to increase the scientific output of all cities of his civilization, thus
starting an $LINK<Age of Science=GCON_Age_of_Science>. Simply move the scientific leader to your capital and
press the "Increase Scientific Output" button. A Scientific leader can also be used to
$LINK<hurry=GCON_Hurry_Production> the construction of any [improvement] (including a Great Wonder) of the city
he's currently in. When the leader does either of these actions he disappears.




#GCON_Armies
Armies
^
^
^An Army is actually a group of ordinary units that move and fight together. To form an army, you must build the Army unit
and then 'load' other units into it. You can load up to three units, though the $LINK<Pentagon=BLDG_Pentagon>
increases this limit to four, if you have built it.
^
^
^{Building an Army}
^Armies can be built in cities that have the $LINK<Military Academy=BLDG_Military_Academy>
or a $LINK<Leader=GCON_Leaders> in them. But you must have at least four cities for every army you create.
^
^{In Battle}
^An army uses one, some, or all its internal units to fight a battle, depending upon the course of the fight.
^
^{Spotting}
^An army can "see" up to two squares away, due to its intrinsic scouts.




#GCON_Hurry_Production
Hurry Production
^
^
^City construction projects (improvements or units) can be hurried to completion if necessary. 
Use the "Hurry" button on the [City Display].
^
^
^Under $LINK<Despotism=GOVT_Despotism>, $LINK<Communism=GOVT_Communism>, $LINK<Feudalism=GOVT_Feudalism>, or $LINK<Fascism=GOVT_Fascism> you hurry production in your cities
by forced labor. Disillusioned by your harsh rule, citizens will leave your city if you institute this type of
rushed production. 
^
^
^Under $LINK<Monarchy=GOVT_Monarchy>, $LINK<Republic=GOVT_Republic>, and $LINK<Democracy=GOVT_Democracy> you can pay
overtime and hire temporary workers to complete a project. This costs gold from your treasury; the amount depends
upon how much work remains to be done.
^
^
^$LINK<Great leaders=GCON_Leaders> can also be used to hurry production.
^
^
^You have [no] production if your civilization is in $LINK<Anarchy=GOVT_Anarchy>.





#GCON_Corruption
Corruption and Waste
^
^
^[Corruption] is income lost to theft, embezzlement, and other illegal practices. [Waste] is shield production
lost to inefficiency. If left unchecked, corruption and waste will significantly slow the development of your
civilization. You can track the status of corruption and waste in your empire on the
[City Display] and [Domestic Advisor].
^
^
^{Causes}
^In general, the farther a city is from its capital city, the more corruption and waste it experiences. Also the more cities
in your empire, the higher rates of both, overall. Finally, the extent of corruption and waste is also affected by
the system of $LINK<government=MENU_Governments> you are currently using.
^
^
^{Solutions}
^A $LINK<courthouse=BLDG_Courthouse>, $LINK<police station=BLDG_Police_Station>, or a nearby $LINK<Forbidden Palace=BLDG_Forbidden_Palace> or $LINK<Secret Police HQ=BLDG_Secret_Police_HQ>
reduces corruption.
^
^Another solution, is to change your system of $LINK<government=GCON_Governments>. The more liberal the
government, the less corruption and waste you experience.
^
^Being attached to your capital via road, harbor, or airport also reduces corruption and waste.
^
^$LINK<We Love The ____ Day=GCON_We_Love_The_King_Day> also reduces waste.





#GCON_Pollution
Pollution
^
^
^Pollution is a problem usually associated with the Industrial Age. It is caused by certain city improvements, the meltdown of a $LINK<Nuclear Plant=BLDG_Nuclear_Plant>, $LINK<volcanic eruptions=GCON_Volcanic_Eruptions>, nuclear
explosions, and large city populations.
^
^
^{Global Warming}
^If world pollution reaches sufficiently critical levels, there is a chance that global warming will occur.
It can cause forests and jungles to disappear, and grasslands to become plains, and plains to become desert.
World pollution is the sum of all city pollution, nuclear explosions, and meltdowns.
^
^
^Polluted areas can be cleaned up by $LINK<workers=GCON_Worker_Jobs>, and pollution from cities can be lessened by
building the $LINK<Mass Transit System=BLDG_Mass_Transit_System> and the $LINK<Recycling Center=BLDG_Recycling_Center>.





#GCON_Embassies
Embassies
^
^
^When a civilization learns $LINK<Writing=TECH_Writing>, it can begin to build its intelligence network.
The first step is to build [embassies] in rival capital cities. That done, you can sign Right of Passage
$LINK<agreements=GCON_Agreements> and Military Alliances against third parties.
^
^When your empire has developed a sense of $LINK<Nationalism=TECH_Nationalism>,
you can engage in $LINK<Mutual Protection Pacts=GCON_Agreements> and Trade Embargoes against third parties.
^
^Embassies cost gold from your treasury to build, and diplomatic missions cost gold to execute.
^
^Build an embassy by double-clicking the capital city icon after you have learned Writing.





#GCON_Worker_Jobs
Worker Actions
^ see also $LINK<Worker Actions (Advanced)=GCON_Worker_Jobs_Advanced>
^ 
^
^{Irrigate (I)}
^Increases $LINK<food=GCON_Food> output.
^
^{Build Mine (M)}
^Increases $LINK<shield=GCON_Shields> output.
^
^{Build Road (R)}
^Increases $LINK<commercial=GCON_Commerce> output and speeds movement.
^
^{Build Railroad (R)}
^Increases $LINK<irrigation=TFRM_Irrigation> or $LINK<mine=TFRM_Mine> output, and provides unlimited movement.
^
^{Plant Forest (N)}
^Adds a $LINK<forest=TERR_Forest> to a square.
^
^{Clear Forest (Shift-C)}
^Removes $LINK<forest=TERR_Forest> and sends $LINK<shields=GCON_Shields> to nearest city.
^
^{Clear Wetlands (Shift-C)}
^Removes $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh>.
^
^{Clear Damage (Shift-C)} 
^Removes $LINK<pollution=GCON_Pollution>, including fallout from a $LINK<volcanic eruption=GCON_Volcanic_Eruptions>,
and $LINK<craters=GCON_Craters>. 
^
^{Build Fortress (Ctrl-F)}
^Increases a square's $LINK<defensive value=GCON_Terrain_Combat> by 50%.
^
^{Build Barricade (Ctrl-F)}
^Turns Fortress into Barricade, doubling the square's $LINK<defensive value=GCON_Terrain_Combat>.
^
^{Build Colony (B)}
^$LINK<Colonies=GCON_Colony> are built atop $LINK<tradable resources=GCON_ResourcesN>. If $LINK<connected=GCON_Trade>
to a city, a [colony] provides the resource to that city.


#DESC_GCON_Worker_Jobs
^
^
^{Build Airfield (Ctrl-Shift-A)}
^$LINK<Airfields=GCON_Airfields> function in the same manner that a city with an airport would for air units. They
can be built after the discovery of $LINK<Flight=TECH_Flight>.
^
^{Build Outpost (Ctrl-O)}
^$LINK<Outposts=GCON_Outposts> eliminate fog of war in neutral or owned territory. They can be built after the discovery
of $LINK<Masonry=TECH_Masonry>.
^
^{Build Radar Tower (Ctrl-T)}
^$LINK<Radar towers=GCON_Radar_Towers> provide a combat bonus to units within their affected area. They must be built
within your territory. They can be built after the discovery of $LINK<Radio=TECH_Radio>.




#GCON_Worker_Jobs_Advanced
Worker Actions (Advanced)
^ see also $LINK<Worker Actions=GCON_Worker_Jobs>
^
^
^{Road to (Ctrl-R)}
^Builds a road to a particular destination.
^
^{Rail to (Ctrl-Shift-R)}
^Builds a railroad to a particular destination.
^
^{Build Road Then Colony (Ctrl-B)}
^The worker builds a road/railroad to a particular destination and then builds a $LINK<colony=GCON_Colony>
at the destination.
^
^{Automate (A)}
^Causes control of the worker to be relinquished while it performs automated tasks.
^
^{Automate: Build Trade Network (Ctrl-N)}
^Automates the worker, giving it the task of linking all cities to your capital city.
^
^{Automate: Irrigate to Nearest City (Ctrl-I)}
^Automates the worker, giving it the task of irrigating the nearest city.
^
^{Automate: Clear Forest (Shift-F)}
^Automates the worker, giving it the task of clearing all nearby forests.
^
^{Automate: Clear Wetlands (Shift-W)}
^Automates the worker, giving it the task of clearing all nearby jungle and/or marsh.
^
^{Automate: Clear Damage (Shift-D)}
^Automates the worker, giving it the task of clearing all nearby pollution, including $LINK<craters=GCON_Craters>
and fallout from a $LINK<volcanic eruption=GCON_Volcanic_Eruptions>.
^
^{Automate: This City Only (Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest city.

#DESC_GCON_Worker_Jobs_Advanced
^
^ 
^{Automate: No Altering (Shift-A)}
^Automates the worker, allowing it to perform automated tasks that do not change existing tile improvements.
^
^{Automate: No Altering/This City Only (Ctrl-Shift-I)}
^Automates the worker, allowing it to perform automated tasks to improve the nearest city and that do
not change existing tile improvements.



#GCON_Moods
Citizen moods
^
^
^Each citizen is either [happy, content], or [unhappy].
^
^{What Makes 'em Sad?}
^* $LINK<Overpopulation=GCON_Overpopulation>. 
^* $LINK<Forced labor=GCON_Hurry_Production>.
^* $LINK<Draft=GCON_Draft>.
^* $LINK<War weariness=GCON_War_Weariness>.
^
^{What Makes 'em Glad?}
^To combat unhappiness in your cities you can build improvements or take actions that produce
happy or content $LINK<faces=GCON_Happy_Faces>. Each happy face changes the mood of one citizen from content to happy; each
content face alters a citizen from unhappy to content.
^
^* Build a $LINK<temple=BLDG_Temple>, $LINK<colosseum=BLDG_Colosseum>, or $LINK<cathedral=BLDG_Cathedral>.
^* Bring assorted $LINK<luxuries=GCON_ResourcesL> into the city.
^* Convert some citizens to $LINK<entertainers=GCON_Specialists>.
^* Increase funding for entertainment using the Entertainment slider on the Domestic Advisor.
^* Garrison military units in the city (Military Police).
^* Build any of the following Great Wonders:
^	* $LINK<The Oracle=BLDG_Oracle>
^	* $LINK<The Mausoleum of Mausollos=BLDG_Mausoleum>
^	* $LINK<The Sistine Chapel=BLDG_Sistine_Chapel>
^	* $LINK<The Hanging Gardens=BLDG_Hanging_Gardens>
^	* $LINK<Shakespeare's Theater=BLDG_Great_Playhouse>
^	* $LINK<JS Bach's Cathedral=BLDG_Grand_Cathedral>
^	* $LINK<Cure for Cancer=BLDG_Cure_for_Cancer>
^
^A city in which more people are unhappy than happy falls into $LINK<civil disorder=GCON_Disorder>.
Content citizens and specialists are ignored.



#GCON_War_Weariness
War Weariness
^
^
^War Weariness is not in this scenario.



#GCON_We_Love_The_King_Day
We Love the __ Day
^
^
^At certain points in the game, if the population of a city has been well provided for and are happy, a city-wide
celebration will occur in that city, called "We Love the King Day" (or Emperor, or Regent, or President, etc.).
^
^The provisions for this to occur are:
^
^	The city cannot be starving,
^	The city cannot have any resisters,
^	The city cannot have any unhappy citizens,
^	There must be more happy citizens than content citizens, and
^	The city must be large enough (typically size 6).
^
^
^
^The benefits of having a "We Love the __ Day" celebration are:
^
^	The chance of the city converting to another civ is halved,
^	Waste in the city is reduced, and
^	The effectiveness of enemy spy propaganda missions against the city is reduced.



#GCON_Research
Scientific Research
^
^
^Your civilization is constantly striving to learn about the world, science, invention, and creativity.
Its ability to succeed at these pursuits depends in large measure upon your allocation of revenue to science.
You set the allocation on the [Domestic Advisor] by sliding the science slider left or right to decrease
or increase (respectively) the amount of your tax revenue that you divert into research. By doing this,
you determine the percentage of each city's income that will be poured into research.
^
^At the start of each turn, the science output of each city is added to the research project currently
in progress, eventually resulting in the discovery of a new $LINK<Civilization Advance=MENU_Technologies>.
^
^To increase the science production in only one city, you can convert a citizen or two to a $LINK<scientist=GCON_Specialists>.


#GCON_Food
Food
^
^
^[Every citizen must eat two food per turn or die.] Luckily, most citizens labor in
the areas around their city, yielding some combination of food, $LINK<shields=GCON_Shields>,
and $LINK<commerce=GCON_Commerce>, and feeding themselves in the process.
^   In some cases, a citizen produces more food than he needs and the excess is put into
his city's food storage box each turn. When it is full, the storage is emptied and the city grows, adding
one citizen to its population.
^   In other cases, a city does not grow enough food to sustain its population, so food
is drawn out of the storage box to make up the shortfall. If a city cannot feed its
population either from new production or stored food, one of its citizens {starves} and disappears.
^   Food production fundamentally depends upon the terrain within the city radius, because citizens
laboring there produce food. When the [City Display] is open, you can see what the citizens are producing.



#GCON_Shields
Production and Shields
^
^
^[Shields] represent [common] raw materials in the countryside [and] the labor
required to make useful materials from them. In essence they are a measure of [production].
^   The shields a city produces are used to complete its current project, which may be to build a military unit,
city improvement, or wonder. When the production box is full of shields, the project is finished,
the box is emptied, and a new project must be started.
^   Some cities lose shields to $LINK<waste=GCON_Corruption>.
^   Shield production depends upon the terrain within the city's radius, because citizens
laboring there produce shields. When the [City Display] is open, you can see what the citizens are producing.



#GCON_Commerce
Commerce
^
^
^Commerce is the exchange of goods and cash between communities within and around a city, the exchange of
knowledge and ideas, travel and shopping. It is the commercial exploitation of goods and services within your society.
^
^Commerce production depends upon the terrain within the city's radius, because citizens
laboring there produce commerce. When the [City Display] is open, you can see what the citizens are producing.
^
^
^The government derives {Tax Revenue} from commercial activity and divides the revenue into three areas,
^* The build-up of liquid wealth in the $LINK<treasury=GCON_Treasury>,
^* Long-term investment in $LINK<scientific research=GCON_Research>, or
^* The entertainment of the population to produce $LINK<happy faces=GCON_Happy_Faces>.
^
^The allocation of tax revenues into these three categories is set using the Revenue Slider on the [Domestic Advisor].



#GCON_Treasury
Treasury
^
^
^The [treasury] is where your empire's wealth is stored. Each turn, the net income from each of your cities is combined,
costs are deducted, and the remainder is placed into your treasury. On some turns, gold may have to be drawn out of the
treasury to cover costs. Balancing your need to spend with your need to build a substantial store of liquid wealth is
an interesting challenge.
^
^{Gold}
^You use gold from the treasury to pay:
^* $LINK<Maintenance=GCON_Maintenance> costs for city improvements.
^* Support for military units in excess of those allowed by your $LINK<government=GCON_Governments> types.
^* Payments you may be making to rival civilizations as part of a $LINK<diplomatic agreement=GCON_Agreements>.
^* To build $LINK<Embassies=GCON_Embassies> and conduct diplomatic and espionage missions.
^* To $LINK<hurry production=GCON_Hurry_Production> of city build projects.



#GCON_Fortresses
Fortresses
^
^
^When a civilization has learned $LINK<construction=TECH_Construction>, its workers know how to construct
stone and masonry [fortresses]. Military units inside these bastions have a few advantages.
^* They get a 50% defensive bonus if attacked.
^* They have a $LINK<zone of control=GCON_ZOC> and fire at passing enemy units without receiving return fire.
^
^
^{Upgrade}  A worker can improve a fortress by building a $LINK<barricade=GCON_Barricades>.



#GCON_Happy_Faces
Happy Faces
^
^
^City improvements, wonders, entertainers, and luxuries produce either [content] or [happy faces] in the
city where they exist. 
^
^{These								Produce this}
^* City improvements						content faces
^* Wonders								content faces
^* Military police							content faces
^* Luxuries								happy faces
^* Entertainers							happy faces
^* Entertainment							happy faces
^
^Each happy face affects the $LINK<mood=GCON_Moods> of one citizen.
^* Each [content face] makes one unhappy citizen content.
^* Each [happy face] makes one content citizen happy.
^
^If there aren't enough faces of the appropriate sort in a city, extra faces will have a limited "carry over" effect. For example, if a city has the capability to generate 5 happy faces, yet there are only 2 content faces in the city, then those 2 content faces will become happy and the remaining 3 happy faces will carry over to unhappy citizens at reduced efficiency.
^
^Certain political events, such as winning or losing battles and wars, can also influence the overall happiness in your civilization's cities.



#GCON_Disorder
Civil Disorder
^
^
^[Civil Disorder] is a state of near anarchy in a city, in which the city essentially freezes and shuts down:
^* $LINK<Production=GCON_Shields> ceases,
^* No revenue comes in from $LINK<commerce=GCON_Commerce>, and
^* No excess $LINK<food=GCON_Food> is stored.
^
^
^Prolonged periods of civil disorder can lead to:
^* Destruction of existing $LINK<city improvements=MENU_City_Improvements> or even sabotage to ongoing projects by angry mobs.
^* $LINK<Defection=GCON_Conversion> of the city to a nearby rival civilization with a strong culture.
^* An overthrow of your $LINK<government=GCON_Governments> and descent of your empire into anarchy.
^
^
^Civil disorder erupts when a city has more unhappy than happy citizens. The only remedy is to improve the 
$LINK<mood=GCON_Moods> of the people in the city.



#GCON_Specialists
Specialists
^
^
^It is sometimes necessary to fine-tune a city's production. To do so, you'll want specialists.
Specialists do not work in the city radius so they don't contribute to city production of food or commerce.
Instead, they produce extra happy faces, enhance scientific research, tax revenue, or shield production, or
help control corruption.
^
^
^{Entertainers}
^An entertainer produces one $LINK<happy face=GCON_Happy_Faces>.
^
^{Scientists}
^A scientist produces extra $LINK<scientific research=GCON_Research>.
^
^{Tax Collector}
^A tax collector produces extra $LINK<tax revenue=GCON_Commerce>.
^
^{Police Officers}
^Once $LINK<Nationalism=TECH_Nationalism> has been researched, a police officer can be used to help keep a
lid on $LINK<corruption=GCON_Corruption> in a city.
^
^{Civil Engineer}
^Once $LINK<Replaceable Parts=TECH_Replaceable_Parts> has been researched, a Civil Engineer can be used to
produce additional $LINK<shields=GCON_Shields> which can be applied toward the production of city
Improvements and wonders.
^
^
^To create one of these specialists, on the [City Display], click any square currently being worked;
the production icons disappear and an Entertainer appears among the population. If you wanted an entertainer,
you're done. If you wanted a different specialist, click on the entertainer to cycle through all the
specialists. Note that Police Officers and Civil Engineers are not available until Nationalism or
Replaceable Parts (respectively) have been researched.



#GCON_Airfields
Airfields
^
^
^Airfields function in the same manner that a city with an airport would for air units.  To construct an Airfield, 
move a worker to any neutral or owned land tile and select the Build Airfield unit action.  Construction of the 
Airfield consumes the worker.  Airfields can be a re-base mission destination.  All air missions can be launched 
from an airfield, and there is no limit to the number of aircraft that can be re-based at an Airfield.  Airfields 
can only be used by the player who created it.  If it falls into the territory of another civilization, however, 
the airfield becomes solely useable by the player whose territory it lies in (unless they have yet to research 
Flight, in which case the airfield is destroyed).  Airfields can be pillaged like a terrain improvement, which 
also destroys the airfield.  Airfields can only be built in tiles that have no other improvements, an airfield, 
a colony, a road or a railroad. The "Build Airfield" unit-action becomes available after the Flight advance is 
researched.

#GCON_Outposts
Outposts
^
^
^Outposts eliminate fog of war.  To construct an Outpost, move a worker to any land tile in neutral or owned 
territory and select the Build Outpost unit action.  Construction of the Outpost consumes the worker.  The range 
of vision for the Outpost is 2 tiles on flat terrain, 3 on hills and 4 on mountains.  Outposts can only be used 
by the player who created them.  If an Outpost falls within the territory of any other civilization, it will be 
destroyed.  Outposts can only be built in a tile that is empty, has a mine, irrigation, a road and/or a railroad.
You cannot build an Outpost on a tile with an Airfield or a Colony.  The "Build Outpost" unit-action becomes 
available after the Masonry advance is researched.

#GCON_Radar_Towers
Radar Towers
^
^
^Radar Towers provide a combat bonus to units within their affected area.  To construct a Radar Tower, move a 
worker to any land tile within your territory and select the "Build Radar Tower" unit action. Construction of 
the Radar Tower consumes the worker.  The range of the effected area is 2 tiles. Friendly units within the Radar 
Towers range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple towers 
overlap.  Radar Towers can only be used by the player who created them.  Should a Radar Tower fall into the 
territory of another civilization, it will be destroyed.  Radar Towers can only be built in a tile that is empty, 
has a mine, irrigation, a road and/or a railroad.  The "Build Radar Tower" unit-action becomes available after 
the Radio advance is researched.

#GCON_Short_Game_Modes
Short Game Modes
^{Regicide}
^Regicide is a victory condition, in which each player has a "King" unit. This unit represents the 
civilization's Great Leader (for the Americans, the 'King' unit is Abraham Lincoln). When the Regicide victory 
condition is enabled, if the "King" unit is killed, the controlling player is eliminated from the game. Once 
the "King" has been eliminated, all units, colonies, airbases, and cities belonging to that player are destroyed, 
becoming ruins until something new is built on it. The Regicide victory condition can be enabled on the Player 
Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Mass Regicide}
^Mass Regicide is a victory condition, in which each player has several "King" units. These units represent 
the civilization's Great Leader (for the Americans, the "King" unit is Abraham Lincoln). When the Mass Regicide 
victory condition is enabled, if all of a player's "King" units are killed, the controlling player is eliminated 
from the game. Once the "Kings" have been eliminated, all units, colonies, airbases, and cities belonging to 
that player are destroyed, becoming ruins until something new is built in that location. The Mass Regicide 
victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in the Editor.
^
^{Elimination}
^Elimination is a victory condition. When this victory condition is enabled, any civilization that loses a 
city to an enemy is eliminated from the game. Once a player has been eliminated, all units, colonies, airbases, 
and cities belonging to that player are destroyed, becoming ruins until something new is built in that location.  
The Elimination victory condition can be enabled on the Player Setup Screen, the Multiplayer Setup Screen, and in
the Editor.
^
^{Wonder Victory}
^This is a new method of suddenly bringing a game to conclusion. If this condition is enabled the game ends as
soon as [all] Great Wonders have been built. The winner is then determined based on victory points -- not
necessarily on building the greatest number of wonders, nor a specific wonder.


#DESC_GCON_Short_Game_Modes
^
^{Victory Location}
^Victory Location is a method of scoring victory points. Victory Location tiles are scattered about the map,
represented on the map by a Victory Location icon. Players score points by capturing and holding Victory
Location tiles. To score these points a unit with a defensive military stat must be in that tile at the end of
all players' turns for that turn. Each turn a Victory Location is controlled, the controlling player gets 25
victory points. In single player mode, the starting location of each player is designated a Victory Location.
Any terrain improvement, including cities, can be built on a Victory Location tile.


#GCON_Ruins
Ruins
^
^
^When a city is destroyed, Ruins take its place on the map. Ruins will stay on the map indefinitely, unless they
are built upon by another city. They have no impact on the production of the terrain they reside in. 


#GCON_Stealth_Attack
Stealth Attack
^
^
^Stealth attack allows a unit to specify which enemy unit -- in a stack -- it will attack. As soon as a unit with stealth capability attacks a stack of enemy units, a selection box appears listing the target units. >From this box, you may select the unit to attack. The stealth unit then conducts its attack normally against the unit you've targeted. 


#GCON_Tourist_Attraction
Tourist Attraction
^
^
^A Great Wonder can become a Tourist Attraction once it has "stood the test of time" for over a certain number of years. A Tourist
Attraction then begins to attract commerce to the city in which it is constructed, which steadily increases as time
passes and its fame spreads. The chart below indicates the amount of gold earned by the tourist attraction based upon the number of years that it has existed. 
^
^1000 (years) - 1500   +2 (gold)
^1501 - 1750   		+4
^1751 - 1875  		+6
^1876 - 2000  		+8
^2001 - 2250   		+10
^2251 - 2500   		+12
^2501 +         		+14



; End Game Concepts_______________________________________________________________________________End Game Concepts



















; Units__________________________________________________________________________________________________________ Units



#PRTO_Worker
^
^
^Workers are civilian worker units that build improvements. They can improve the terrain around cities after they have been damaged or build railways to inprove 
your infastructure during the war. These units are useful, but are not nearly as good at combat improvements as the "Combat Enigneer". These units 
are more for domestic rather than military upgrades.


;   ____________________________________________MOUNTED UNITS_____________________________________________



#PRTO_Cavalry
^
^
^Cavalry units are troops trsined in cavalry operations against enemy positions, but more likely to scout out 
enemy positions before or during the main assault is occuring. These troops should not be used for pitched battles 
except to "mop up" weakened troops or to exploit weaknesses in the enemy lines.



#PRTO_Cossack
^
^
^The Russian Cossacks were elite cavalry units employed in WWI. They are a bit stronger than your typical cavalry 
unit, but they are still not well equipped enough to be used for offensive operations but merely exploitation and 
scouting operations against their foes.


;   ____________________________________________GUNPOWDER FOOT UNITS_____________________________________________


#PRTO_Infantry
^
^
^Infantry Units are the standard units for neutral nations of europe. Their goal is to take and hold ground on 
the battlefield. Though neutral nations will likely not face combat, these soldiers are still well prepared 
to face the challenge should they be forced to meet it.

#PRTO_Marine
^
^
^Marine Units are elite units trained in amphibious assaults on enemy positions on the coast. They are elite units 
and should only be used when neccesary. Not effective for ground operations, Marines are soley suited for Coastal 
fighting where they excell



#PRTO_Guerilla
^
^
^Guerilla units are resistance units that are the result of enemy occupation. They attack the occupants with their tactics 
in an attempt to remove them and to bring back their former rulers. They can also be revolutionaries trying to form a new 
government to toppe an autocratic regime.

#PRTO_WWII_Paratrooper
^
^
^Paratroopers are troops trained to "parachute" behind enemy lines to create havoc and chaos. They drop in to distupt and infiltrate while 
them main forces assault the ground in front of where the paratrooper units have landed on the battle fields. They 
should not be used for regular combat.



;   ____________________________________________ARTILLERY UNITS_____________________________________________


#PRTO_Artillery
^
^
^This is a medium artillery unit for battlefield purpouses. They are used for bombarding all targets on the field of battle. these guns 
are not made to bombard fortresses, but otherwise these guns are the best guns to use in the army. These artillery guns should form your 
rear areas behind fortified positions to hit the enemy rather than on the front like field guns. These guns typically are between 120 and 
210mm. They will not be as popular as the 'Light Artillery', but they will still be fairly common on the battlefield.



#PRTO_Cruise_Missile
^
^
^Tear gas is a weapon shot from artillery to try to "soften" up an enemy position befre an assault was made. Tear gas however, wasnt 
very effective at its purpose, and it was the Chlorine gas that proved to be what tear gas had been intended to be. Tear Gas 
can be effective and is cheaper that Chlorine Gas, but it cannot kill enemy units.


#PRTO_Nuke
^
^
^The Torpedo is a weapon automatically produced by docks. They are loaded onto submarines to hit enemy ships without warning on the high seas. 
They are very dangerous weapons indeed.





; _______________________________________________NAVAL UNITS_____________________________________________


#PRTO_Ironclad
^
^
^The Pre-Dreadnought was the first "Armored Battleship" unit on the seas. By the time of WWI, such units are by now obsolete and cannot be produced 
by any nation. They are still in the service of navies however, and are a very dangerous weapon even though they are very slow.


#PRTO_Transport
^
^
^Transports do exactly what their name implies, transports troops across bodies of water. They are instrumental for amphibious assaults against enemy beaches 
and are essential for some nations, paticuarly the British to send reinforcements to their fronts.



#PRTO_Carrier
^
^
^Early Aircraft carriers were created after WWI, some of them out of former battleships. They can carry planes across water away from the 
standard airbases to areas they would not normally reach and hit them. They can also be used for naval bombardment of other ships as they were 
in WW2. They are a very dangerous weapon of war.



#PRTO_Submarine
^
^
^Submarines are the "Covert" units that go beneath the seas to sneak up upon enemy ships and destroy them with torpedo's then to slip away. they 
are very dangerous, and for nations with small, outclassed navies should be essential to their war efforts. German U-Boats caused major damage 
in both WWI and WW2.



#PRTO_Destroyer
^
^
^Destroyers form up the bulk of navies, and are simply light escort ships. They are too weak to attack battleships and are only really suited for scouting and 
escort purpouses on the high seas. They can also be used for general raiding of enemy ships, but they still are not powerful enough to be a regular fighting vessel 
against anything other than other destroyers or Submarine hunting.



#PRTO_Battleship
^
^
^The Dreadnought Battleship is a massive ship with massive guns. Heavily armored and protected, these ships are the cream of your navies. They are also 
extremely expensive, so use these ships wisely as replacing them is very difficult to do during a time of war.



#PRTO_Cruiser
^
^
^Armored cruisers are the navy's heaviest ships before the Battleships, and are dangerous on the offensive. They are in between Destroyers and Battleships 
in their power, and should feed off of those ships weaker than it, or possibly to launch raids against battleships. Because they are cheaper than Battleships, Armored Cruisers 
will likely be the strongest naval unit created during the war with consistency.



;   ____________________________________________ AIR UNITS_____________________________________________



#PRTO_Fighter
^
^
^Biplanes are used for aerial scouting and dogfighting against other aircraft. They were the first aircraft used 
in war and had limited range compared to the Triplanes which would come later.

#PRTO_Bomber
^
^
^Light Bombers are fairly powerful bombing airgraft that are used for light raids on enemy positions. Because 
of their inability to fight in air, It will need an escort if it is to drop is payload near enemy air bases.



;   ____________________________________________LEADER / ARMY UNITS_____________________________________________


#PRTO_Army
^
^
^Divisions were the standard organization of troops after the Napolenic wars. Comprised of 2 Brigades, Field guns, and 
Machine gun's for support. The division's power on the battlefield as a combined unit was very powerful and great feats were possible 
with the combined might of the Division.
 

;   ____________________________________________ EXPANSION UNITS_____________________________________________


#PRTO_Pre-Dreadnought
^
^Available only to the colonial powers, the Pre-Dreadnought is a powerful, well armoured, albeit slow warship. It upgrades to the Dreadnought.
^
^The first warships resembling modern battleships were built in Britain around 1870 with the Devastation class of low-freeboard turret ships, a few years after the first battle between ironclad warships (the USS Monitor and CSS Virginia), fought at Hampton Roads, Virginia. It wasn't until around 1880 that battleship design became stable enough for larger classes to be built to a single design. Apart from some experimental types, battleships built in the period 1870-1905 usually had a displacement of 9000-16000 tons, a speed of 13-18 knots, and an armament of four big guns, usually 12" (305mm) in bore diameter, in two centreline turrets, fore and aft, plus secondary and smaller guns. Turrets, armor plate, and steam engines were all improved over the years, and torpedo tubes were introduced. It was this type of battleship that made up the "Great White Fleet", as well as the main battle fleets of many nations.

#PRTO_Ironclad_Steamer
^
^The principal warship for the non-colonial powers. It's moderately armed but pales in comparison to the Dreadnought class warships.
^
^The ironclad continued to be the dominant style of warship and developed into what is sometimes called the Old Battleship before being replaced by more advanced, far more seaworthy vessels known to history as Pre-Dreadnoughts.
While the ironclad warship suffered from numerous flaws, the fact that it became the prominent naval weapon of its era and inspired nearly a century of progressively heavier armored warships can be ascribed to its massive advantage over the previous ships of the line in terms of protection. While a ship of the line could resist some damage, it was terribly vulnerable to fire and found itself completely outclassed by the new developments in naval armament beginning in the middle of the nineteenth century. Combined with the phenomenon of the steam engine, the ironclad warship could outfight, outgun, and eventually outrun even the most powerful three decker.

#PRTO_Krupps_Howitzer
^
^The third-tier unit in the artillery upgrade path. It has the lethal land bombardment flag and as such, is reffered to as as siege gun.
^
^A howitzer or hauwitzer is a type of field artillery. Howitzers are used to fire explosive shells at ground targets up to about 25-30 kilometres away. Howitzers are distinguished from other types of cannon artillery by their trajectory in that they can shoot both high- and low-angle, in other words both above and below 45 degrees elevation. In addition to this quality, the barrel of a howitzer is below 30 calibers, i.e. the length of the barrel is less than 30 times as long as the diameter of the bore, whereas a cannon can must either be able to only fire low-angle, or high-angle as well and have a caliber of 30 or over. Typical 155 mm cannons, or gun howitzers as they are often called, usually have a barrel length of 39, 45 or 52 calibers.

#PRTO_French_Infantry
^
^The standard foot unit for France.
^

#PRTO_Russian_Rifleman
^
^The standard foot unit for Russia.
^

#PRTO_Italian_Rifleman
^
^The standard foot unit for Italy.
^

#PRTO_German_Rifleman
^
^The standard foot unit for Germany.
^

#PRTO_American_Rifleman
^
^The standard foot unit for the United States.
^

#PRTO_British_Rifleman
^
^The standard foot unit for the British Empire.
^

#PRTO_Dutch_Rifleman
^
^The standard foot unit for the Lowland Countries.
^

#PRTO_Kavallerie
^
^Available only to Germany and Austria-Hungary. The Kavellerie unit is a bit stronger than the normal Cavalry unit.
^

#PRTO_African_Infantry
^
^The standard foot unit for Abysinia, Haiti and the Domincan Republic.
^

#PRTO_African_Worker
^
^A dark-skinned worker available only to Abysinia, Haiti and the Dominican Republic.
^

#PRTO_Central_American_Rifleman
^
^The standard foot unit for Central America.
^

#PRTO_Early_Destroyer
^
^Available to both the colonial powers and the non-players, the Early Destroyer is a lightly armed and swift escort unit.
^
^In naval terminology, a destroyer is a fast and maneuverable yet long-endurance warship intended to escort larger vessels in a fleet or battle group and defend them against smaller, short-range attackers.

#PRTO_US_Cavalry
^
^As the name implies, the US cavalry is available only to the USA. It's slightly more effective than the standard Cavalry unit.
^

#PRTO_Armoured_Cruiser
^
^Available after the Armoured Cruisers tech is discovered, these strong, manueverable and powerful warships can be built only by the colonial powers.
^
^The evolution of the cruiser follows that of their larger cousins, generally growing in size and capability. The conversion from sail to steam resulted in the armored cruiser, essentially a small battleship. This occurred so rapidly during the late nineteenth century battleships only a few years old could be outperformed by cruisers of the next building run. The US's Great White Fleet was rendered obsolete in this fashion only a few years after it sailed. During this time it was not uncommon for fleets to contain the very latest of an older generation as well as the latest designs, which were generally much larger.

#PRTO_Early_Subamarine
^
^Available to the colonial powers only after the Submarines tech is discovered. This unit is invisble and can wreak havoc upon unsuspecting enemies.
^
^In 1879, a Manchester curate, the Reverend George Garrett built the steam-powered 'Resurgam' at Birkenhead. Garrett intended to demonstrate the 12 metre long vehicle to the British Navy at Portsmouth, but had mechanical problems, and while under tow the submarine was flooded and sank off North Wales.
The first submarine built in series, however, was human-powered. It was the submarine of the Polish inventor Stefan Drzewiecki - 50 units were built in 1881 for Russian government. In 1884 the same inventor built an electric-powered submarine. In 1899, the French steam and electric submarine Narval introduced the classic twin-hull design, with an inner hull inside an outer hull.
The Irish inventor John Holland had better luck, and designed and built several quite successful gasoline- and electric powered submarines. Some of his vessels were purchased by the United States, the United Kingdom, and Japan, and commissioned into their navies.


#PRTO_Colonizer
^
^An auto-produced unit (Colonial Capitol small wonder) that can establish a colony.
^

#PRTO_Gatling_Gun
^
^The Gatling Gun unit is the first effective defensive unit in the scenario.
^
^The Gatling gun was the first successful machine gun. Unlike previous devices it was the first to combine reliability, high firing rate and ease of loading into a single device. It was designed by the American inventor Richard J. Gatling in 1861 and patented in 1862.
The design took advantage of the new brass bullet cartridge that had replaced the paper cartridge. The gun was a hand-driven rotary device, powered using a crank. A cylinder of ten barrels would be loaded and fired for each revolution. The loading was a simple gravity feed from a magazine mounted on top of the weapon. The maximum rate of fire was a possible 1,200 rounds per minute, although 400 was more reasonable. The gun was produced in calibres ranging from one inch down to 0.45 inch. It was operated by a crew of four.


#PRTO_Steam_Frigate
^
^A modestly aremd, wooden hulled warship available only to the non-colonail powers.
^
^When viewed with hindsight, wooden hulls and steam propulsion would only be used in warships for a brief period before the advances in technology allowed steel hulls. However, for lesser nations of the early twentieth they played a crucial role in the defense of territorial waters.

#PRTO_Austin_Mk2_Armoured_Car
^
^This version of the armoured car is available only to Germany and Austria-Hugary after the discovery of the Motorized Transportation tech.
^
^Armoured cars were first used by the British Army for the policing of distant colonial outposts. By the outbreak of First World War the allies in Europe were using armour-plated, open-topped vehicles with machine guns or other light guns or artillery pieces. The most popular British car was the Napier that was first produced in 1912. The design consisted of a number of alternative bodies which enabled the chassis to be adapted quickly for different roles.


#PRTO_Maxim_Machinegunner
^
^Available to the colonial powers after the discovery of the Machine Gun Tactics tech.
^
^The Maxim gun was the first effective machine gun portable enough to be used in warfare.
Invented by American Hiram Maxim (1840 - 1916) in 1885, it used the energy of each bullet's recoil force to eject the spent cartridge and insert the next bullet. Trials showed it could fire 500 rounds per minute, equivalent to the firepower of about 100 rifles. Compared to modern machine guns, the Maxim was extremely bulky and awkward, typically requiring a four to six man team to operate it. However, at the time it was the only alternative to slow firing bolt action rifles, and its extreme lethality was employed to devastating effect against obsolete charging tactics.


#PRTO_Vickers_Machinegunner
^
^A high powered, water-cooled machine gun available only to Britain after the discovery of the Advanced Weaponry tech.
^
^The Vickers machine gun or Vickers gun is a name primarily used to refer to the water-cooled .303 inch Machine Gun produced by the Vickers company for the British Army, beginning in 1912. This machine gun required a six to eight-man team to operate: one to fire, one to feed the ammunition, and the rest to keep the ammo-feeder supplied and carry the associated gear.
The gun had a reputation for great solidity and reliability, and many of its gun crews became very devoted to the machine, spending off-hours lovingly maintaining each piece at highest efficiency.
Vickers machine gun and crewThe weight of the gun itself varied based on the gear attached or removed, but was generally between 25 and 30 pounds (11 and 13 kilograms), with a 40- to 50-pound (18 to 23 kilograms) tripod. In addition, it required 7.5 pints (4.62 litres) of water in its cooling system to prevent overheating, and the belt boxes (which carried 250-round ammunition belts) weighed 22 pounds (10 kilograms) each.


#PRTO_Browning_Machinegunner
^
^A high powered American-only machine gun available after the Advanced Weaponry tech is dicovered.
^
^John Moses Browning was a highly successful gunsmith from Utah. Inspired by the work of Hiram Maxim Browning began work on an automatic machine-gun. Unlike Maxim used propelling gas as a motive force. He drilled a hole in the gun barrel to divert some of the gas behind the bullet into a cylinder to drive a piston, which performed the various tasks of extracting the cartridge case, reloading and firing. In 1895 the Browning machine-gun was purchased by the US Navy.
In 1910 Browning produced a new 0.30-inch machine gun. However, the gun was not ordered by the United States Army until 1917. Over the next eighteen months 57,000 of these guns were produced for soldiers fighting on the Western Front.

#PRTO_Japanese_Infantry
^
^The standard foot unit for the Japanese.
^

#PRTO_Russo-Balt_Armoured_Car
^
^Russia's armoured car unit. It's available after the Motorized Transportation tech is discovered.
^
^Armoured cars were first used by the British Army for the policing of distant colonial outposts. By the outbreak of First World War the allies in Europe were using armour-plated, open-topped vehicles with machine guns or other light guns or artillery pieces. The most popular British car was the Napier that was first produced in 1912. The design consisted of a number of alternative bodies which enabled the chassis to be adapted quickly for different roles.

#PRTO_Hotchkiss_Armoured_Car
^
^A French-made armoured car unit that can be built by France, the British Empire and the USA. It's available after the Motorized Transportation tech is discovered.
^
^Armoured cars were first used by the British Army for the policing of distant colonial outposts. By the outbreak of First World War the allies in Europe were using armour-plated, open-topped vehicles with machine guns or other light guns or artillery pieces. The most popular British car was the Napier that was first produced in 1912. The design consisted of a number of alternative bodies which enabled the chassis to be adapted quickly for different roles.

#PRTO_Battlecruiser
^
^Available to the colonial powers after the Battlecruiser tech is discovered.
^
^Battlecruisers were large naval gunships of the early 20th Century, larger than a cruiser and of comparable size to a battleship. They had the size and guns of a battleship but substantially thinner armor, the weight saving allowing more powerful engines to be fitted to give it greater speed than a battleship.
The idea was that the big guns would allow it to take out destroyers and smaller cruisers before the battlecruiser ever got into range of their guns or torpedoes, while their speed would enable them to escape enemy battleships, or to swoop on crippled enemy battleships during a fleet action. The idea was mainly conceived by British admiral Jackie Fisher.
The first battlecruisers were HMS Inflexible, HMS Invincible and HMS Indomitable, all completed in 1908. They had armour 6 or 7 inches thick along the side of the hull and over the gunhouses, whereas a comparable battleship of the period had armour 11 or 12 inches thick. Originally known as battle cruisers, these early ships had a top speed of 26 knots compared to 20 - 21 knots for contemporary battleships. They were armed with 12 inch (305mm) guns, just like battleships. Soon after the British, the Germans started building their own battlecruisers, the first was SMS Von der Tann of 1911. Von der Tann and most later German battlecruisers had only 11 inch (280mm) guns, but they were better armoured than British battlecruisers of the time.


#PRTO_Steam_Transport
^
^The standard seaborne transport unit for this scenario.
^

#PRTO_Hotchkiss_Machinegunner
^
^France's top-end machine gun unit. It becomes available after the Machine Gun Tactics tech is discovered.
^
^Benjamin Hotchkiss was born in Watertown, Connecticut in 1826. He invented an improved type of cannon shell, a revolving-barrel machine gun (1872) and a bolt-action magazine rifle (1875). 
Hotchkiss died in 1885 but his company continued to produce the machine-gun and in 1897 it was adopted by the French Army. 


#PRTO_Light_Machinegunner
^
^The standard high-end machine gun unit for the non-colonial powers. It's available after the Machine Gun Tactics tech is discovered.
^

#PRTO_Maschinengewehr
^
^Germany's principal machine gun unit. It becomes available after the Machine Gun Tactics tech is discovered.
^
^The standard machine-gun used by the German Army during the early stages of the First World War was the Maschinengewehr. An almost direct copy of the Maxim Machine-Gun, the Maschinengewehr fired 7.92mm ammunition from a 250-round fabric belt. The German Army deployed over 12,000 of these machine-guns on the Western Front during August 1914. It had a practical range of 2,200 yards and an extreme range of 4,000 yards. 

#PRTO_Pulemyot_Maxima
^
^A near exact copy of the Maxim machine gun, this Russian-made gun is available only to the Russians after the Machine Gun Tactics is discovered.
^

#PRTO_Persian_Infantry
^
^Persia's standard foot unit.
^

#PRTO_Ottoman_Infantry
^
^The Ottoman Empire's primary foot unit.
^

#PRTO_Austro-Hungarian_Rifleman
^
^Austria-Hungary's primary foot unit.
^

#PRTO_Infantryman
^
^The standard foot unit for all civilization's that do not have a UU rifleman/infantry unit.
^

#PRTO_Nieuport17
^
^This early-era bi-plane was mass produced and available to several civilizations after the Early Flight tech is discovered.
^
^The Nieuport 17 was a biplane fighter aircraft manufactured by Nieuport, and prominent during the World War I era.
The Nie. 17 was directly developed from the Nieuport 12, with a more powerful engine, larger wings, and a more effective structure in general. At first, it was equipped with a 110 hp engine, then later it was upgraded to a 130 hp engine. It had outstanding maneuverability (compared to other fighters of the era), but the lower wing tended to snap under heavy loads.


#PRTO_Coastal_Battery
^
^A very powerful, immobile gun battery that can be built only by cities that lye on the coast. It's available after the Advanced Artillery Tactis tech is discovered.
^

#PRTO_155_MM_Artillery
^
^The second unit in the artillery upgrade, the 155 MM artillery provides decent firepower. It's available after the Advanced Artillery Tactics tech is discovered.
^

#PRTO_Curtiss_Jenny
^
^An American-made bi-plane available only after the Early Flight tech is discovered.
^
^The Curtiss JN-4 biplane is possibly North America's most famous World War I airplane. It was widely used during World War I to train beginning pilots, and was known in Canada as the "Canuck", and in the US as the "Jenny".
The Curtiss Aeroplane and Motor Company developed the JN-4 from its 1914 model J that flew reconnaissance against Mexican revolutionaries under Pancho Villa. After Model J came the JN-2, JN-3 and JN-4. It was a twin-seat (student in front of instructor) dual control biplane developed with the best features of the Curtiss "J" and "N" models. Its "Pulley" front engine and maneuverability made it ideal for initial pilot training with a 90 hp (67 kW) Curtiss OX-5 inline engine giving a top speed of 75 mph (121 km/h) and a service ceiling of 6500 ft (1980 m).


#PRTO_Wright_Flyer
^
^This unit is unbuildable. Instead, it is auto-produced by the Wright Brothers Great Wonder. It upgrades to a Curtiss Jenny.
^

#PRTO_Greek_Infantry
^
^The standard foot unit for the Greeks.
^

#PRTO_Mexican_Rifleman
^
^The standard foot unit for the Mexicans.
^

#PRTO_Chinese_Infantry
^
^The standard foot unit for the Chinese.
^

#PRTO_Sopwith
^
^A British-made bi-plane available only after the Early Flight tech is discovered.
^

#PRTO_AA_Artillery
^
^An early version of an anti-aircraft artillery unit that is available only after the Early Flight tech is discovered.
^

#PRTO_Land_Destroyer
^
^The Land Destroyer, a/k/a the earliest known version of a tank, is unbuildable. Instead, its autoproduced by the Land Destroyer Great Wonder 
^
^The British led the way in the development of tanks. Winston Churchill, as First Lord of the Admiralty, created a Landship Committee in February 1915, initially to investigate designs for a massive troop transporter. As a truer picture of front-line conditions was developed the aims of the investigation changed. Together with the older Inventions Committee a requirement was formulated for an armoured vehicle capable of 4 mph (6 km/h), climbing a 5 feet (1.5 m) high parapet, crossing an 8 feet (2.4 m) wide gap, and armed with machine guns and light cannon. A similar proposal was working its way through the Army GHQ in France and in June the Landship Committee was made a joint service venture between the War Office and the Admiralty (the Naval involvement was through the RNAS Armoured Car Division) and the designs began.

#PRTO_DR1_Fokker
^
^A German-made bi-plane available only after the Early Flight tech is discovered.
^

#PRTO_Chlorine_Gas_Shell
^
^This unit has the 'cruise missile' flag and is unbuildable. Instead, it's autoproduced by the Chemical Warfare Great Wonder.
^

#PRTO_Zeppelin
^
^A Zeppelin, a/k/a a dirigible, is available only after the Dirigible tech is discovered. It possesses modest bombardment stats.
^

#PRTO_Subchaser
^
^This unit is a destroyer equipped with sonar and is able to 'see' any 'invisible' units such as the Early Submarine. As a result, it's available only after the Sonar tech is discovered.
^

#PRTO_Flamethrower
^
^This unit is autoproduced by the Incendiary Warfare Great Wonder. It is the most powerful foot unit in the entire scenario.
^

#PRTO_Zulu_Musketman
^
^This unit is the standard barbarian unit in the scenario. The Zulu Musketman fought to expell the colonial powers from their native African lands. Unfortunately for them, they were vastly overpowered and stood no chance against the modern weaponry of the early 20th century.
^

#PRTO_French_Legionary
^
^Available to France only. It's unbuildable and is autoproduced by the French Foreign Legion wonder.
^

#PRTO_Prussian_Rifleman
^
^Available to Germany only. It's unbuildable and is autoproduced by the Jäger-Akademie wonder.
^

#PRTO_British_Colonial_Rifleman
^
^Available to Britain only. It's unbuildable and is autoproduced by the British South Africa wonder.
^

#PRTO_Meiji_Rifleman
^
^Available to Japan only. It's unbuildable and is autoproduced by the Meiji Academy wonder.
^

#PRTO_Ottoman_Rifleman
^
^Available to the Ottomans only. It's the first foot unit for them and upgrades to the Ottoman Infantry.
^

#PRTO_American_Marine
^
^Available to USA only. It's unbuildable and is autoproduced by the US Marine Corps wonder.
^

#PRTO_British_Indian_Rifleman
^
^Available to Britain only. It's unbuildable and is autoproduced by the British India wonder.
^

#PRTO_African_Rifleman
^
^Available to the Abysinians, Haitians and the Dominicans. It's the first foot unit for them and upgrades to the African Infantry.
^

#PRTO_Russian_Infantry
^
^It's the high-end Russian foot unit. It possesses decent stats.
^

#PRTO_French_Senegal_Rifleman
^
^Available to France only. It's unbuildable and is autoproduced by the French Senegal wonder in Dakar.
^

#PRTO_Italian_Infantry
^
^Available to Italy only. It's unbuildable and is autoproduced by the Bersaglieri (Italian for Infantryman) wonder in Milan.
^

#PRTO_Zulu_Raider
^
^This is the mounted 'Barbarian' unit in this scenario. Check out the dude's cool zebra ;-)  
^

#PRTO_Field_Cannon
^
^This is the starting artillery unit for the non-colonial civs.
^

#PRTO_Militia
^
^This unit is a cheap and immobile defender unit available only to the non-colonial civs. The Militia unit is also draftable. 
^

#PRTO_Belgian_Rifleman
^
^This unit is available only to the Lowlands Countries. It is autoproduced by the De Schutter wonder in Brussels. 
^

#PRTO_HMS_Dreadnought
^
^Available to Britain only. It's the first tiered dreadnought unit for them.
^
^Battleship design underwent another revolution with HMS Dreadnought, launched in 1906. Dreadnought had 10-12" guns mounted in five turrets; three along the centreline and two on the wings, giving it twice the broadside of anything else afloat. She could make 21 knots in calmer sea states, allowing her to outrun existing battleships. Her armor was strong enough that she could conceivably go toe-to-toe with any other ship afloat in a gun battle and win.

#PRTO_Satsuma
^
^Available to Japan only. It's the first tiered dreadnought unit for them.
^
^Built by the Kure Navy in Japan. It was originally laid down 15 May 1905 and launched 15 Nov 1906 and finally completed 25 March 1910. It was furnished with 12 10in guns.  

#PRTO_Coastal_Battleship
^
^Available to the non-colonial civs only. It is essentially a heavy cruiser with real big guns. However, it lacks the mobility of the Armoured Cruisers and even the heavier Dreanoughts.
^
^

#PRTO_Săo_Paulo
^
^Available to Brazil, Chile and Argentina only.
^
^The Săo Paulo Battleship was named after the Brazilian State and the City of Săo Paulo. The Săo Paulo was constructed by the Vickers shipyard Sounds and Maxim in Barrow-in-Furness, England. It had its keel beaten in 30 of April of 1907, was launched in 19 of April of 1909, was incorporated in 12 of July of 1910. It was armed with twelve 12 inch guns.

#PRTO_Huascar
^
^Available to the Central and South American civs only. 
^
^Huascar was without a doubt, if not the biggest, the most important and legendary warship of Peru´s 19th century navy. A low-freeboard turret ironclad, model Ericsson, built in England in 1865, she displaced 1,130 tons, was 67 meters long, 11 meters wide and had a 1,500 horse power engine. A four and a half-inch belt of armor protected her iron helmet amidships, tapering to 2.5 inches at the ends. Her revolvable turret with 5.5 inch-armored plating was manually operated. Her two turret guns were 10-inch Armstrong’s.

#PRTO_South_Carolina
^
^Available to USA only. It is the first tiered dreadnought unit for them. 
^
^In design and characteristics, South Carolina represented an evolution of the preceding Connecticut class, rather than a revolutionary "clean sheet" design the way Dreadnought was. They used obsolete VTE (vertical triple expansion) engine machinery instead of newer and faster steam turbines the way Dreadnought did. South Carolina was the first battleship in the world to feature superfiring turrets, British battleships would not add this design feature until the mid-1910s.

#PRTO_Courbet
^
^Available to France only. It is the only dreadnought unit for them. 
^
^Completed in 1914, the Courbet Class Dreadnought possessed twelve 12 inch guns and packed a major punch.

#PRTO_Dante_Alighieri
^
^Available to Italy only. It is the only dreadnought unit for them. 
^
^Completed in 1913, the Dante Alighieri Class Dreadnought possessed twelve 12 inch guns and packed a major punch.

#PRTO_Iron_Duke
^
^Available to Britain only. It is the second tiered dreadnought unit for them. 
^
^The Iron Duke was the first British battleship to be fitted with anti-aircraft guns in 1914 when two 12 pounder guns were fitted to the after superstructure.  She was also the only member of her class to have torpedo nets but these were removed during trials and the were not fitted to future battleships.

#PRTO_Nassau
^
^Available to Germany only. It is the first tiered dreadnought unit for them. 
^
^The hexagonal layout of the main turrets was mainly necessitated by the machinery layout. This was not seen completely a waste as the offside turrets were considered a reserve in battle that could be used by turning the ship around if the nearside turrets were knocked out. The class is also unusual in having the distinctive "goose necked" crane abreast the aft funnel.

#PRTO_Bayern
^
^Available to Germany only. It is the second tiered dreadnought unit for them. 
^
^Two near sisters, Sachsen and Wurttemberg, were laid down and launched but never completed.  They would have similar but slightly longer and with taller funnels and with some minor changes in armour layout. Guns for these incomplete ships were used on the Western Front.

#PRTO_Gangut
^
^Available to Russia only. It is the second tiered dreadnought unit for them. 
^
^The Gangut Class dreadnought was first built in the 1880s for the Imperial Russian Navy. Her primary armament one 12-inch gun manufactured by Krupps. She was sunk in the Bay of Finland in 1897 and re-located in 1988. Russia continued to produce this class of dreadnoughts up until the Great War.

#PRTO_Tegetthoff
^
^Available to Austria-Hungary only. It is the only dreadnought unit for them. 
^
^On 2 March 1911 the mutual financial delegations of Austria-Hungary approved a big naval budget allowing the construction of the four dreadnoughts of the TEGETTHOFF-class, 3 scout cruisers and 6 modern turbine destroyers. Very soon after this approval first ideas for the next class of battleships came up.

#PRTO_Setsu
^
^Available to Japan only. It is the second tiered dreadnought unit for them. 
^
^

; End Units______________________________________________________________________________End Units













; City Improvements______________________________________________________________________________City Improvements


#BLDG_Palace
^
^
^[The Palace] marks the capital city and center of your empire.
^It eliminates $LINK<corruption/waste=GCON_Corruption> in the capital, and decreases it in nearby cities.
Each civilization can have only one palace at a time. But each civilization can also build the
$LINK<Forbidden Palace=BLDG_Forbidden_Palace>.
#DESC_BLDG_Palace
^
^
^When populations began to organize their communities into cities, their governments became more structured and formalized. 
At an early stage, the ruler of the city established headquarters from which the business of running the city was conducted. 
In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities, these facilities often 
expanded into immense, sprawling palaces. These richly adorned, imposing buildings were a source of civic pride, and helped 
to reinforce the aura of power surrounding the ruler.


#BLDG_Barracks
^
^A city with a [Barracks] produces $LINK<veteran=GCON_Experience> ground units instead of regulars and heals ground units
completely in one turn.
^A city with a [Barracks] can be used to upgrade ground units.
#DESC_BLDG_Barracks
^
^
^Warfare has been a recurring phenomenon throughout the history of mankind, and it continues to plague the world today. 
Although war is not a desirable situation, it is important that even the most peaceful of societies be prepared for the 
possibility of war. When warring nations are closely matched in technology and manpower, the army with the best training usually wins battles.
Military schools and academies exist all over the world, established for the purpose of training military 
personnel in the latest methods, tactics, and technology. Men and women who graduate from such facilities possess higher than 
average command and military and technological skills, making them more effective in combat situations.


#BLDG_Granary
^
^
^The [Granary] effectively doubles the rate of a city's growth by causing only half of a city's $LINK<food store=GCON_Food> to
be depleted when the city grows.
#DESC_BLDG_Granary
^
^
^Early humans were nomadic, settling in specific regions only for brief periods of time. When the food supply was exhausted in 
one area, the nomads would move on to search for more. Cities became possible only when the development of agriculture made 
the supply of food more abundant and dependable. However, cities still needed a way to keep the food supply stable throughout 
all four seasons. To do so, the citizens had to come up with a way to store seasonal crops for later use. The Granary was designed 
for the storage and protection of surplus food. Food storage technology meant that a smaller percentage of the population could 
produce and store enough food for everyone, allowing the remainder to pursue other jobs and activities.


#BLDG_Temple
^
^
^The [Temple] produces one $LINK<content face=GCON_Moods>, making one unhappy citizen content.
#DESC_BLDG_Temple
^
^
^In ancient times, almost every city had a temple dedicated to the city's patron god. Many cities also had temples dedicated to 
other gods as well. In modern times temples are thought of as places of worship, like churches and cathedrals. Ancient societies, 
however, considered temples to be the local dwelling place for the god or goddess to whom they were dedicated. The faithful citizens 
brought gifts of food, rare metals, and spices to the temple as a sign of homage and respect. The presence of a temple in the city 
had a comforting effect on the population, and wise rulers often constructed one as soon as the city began to grow.


#BLDG_Marketplace
^
^
^The [Marketplace] increases tax revenue allocated to the $LINK<treasury=GCON_Commerce> by 50%. It also increases the number
of $LINK<happy faces=GCON_Happy_Faces> produced by $LINK<luxuries=GCON_ResourcesL> as per the following list:
^* 1 luxury   = 1 happy face
^* 2 luxuries = 2 happy faces
^* 3 luxuries = 4 happy faces
^* 4 luxuries = 6 happy faces
^* 5 luxuries = 9 happy faces
^* 6 luxuries = 12 happy faces
^* 7 luxuries = 16 happy faces
^* 8 luxuries = 20 happy faces
#DESC_BLDG_MarketPlace
^
^
^As cities grew and prospered, trade between the farmers, artisans, and craftsmen who lived in the vicinity contributed to the 
economic health of the city. It soon became apparent that the best way for conducting trade within the city was to have a central 
location, or marketplace, where the people offering goods and services, or seeking them, could meet and conduct business. As a city's 
marketplace grew larger and more active, the economic vitality of the city grew as well.


#BLDG_Library
^
^
^A city with a [Library] produces 50% more $LINK<scientific research=GCON_Research> than it would without one.
#DESC_BLDG_Library
^
^
^The development of writing meant that the accumulated knowledge of a society could be written down and stored rather than memorized 
and passed along by word of mouth. The accumulated written material was stored in a library. The libraries of the ancient world, 
especially those at Alexandria and Pergamum, became leading centers of science and scholarship. The librarians actively collected 
the books of the world, accelerating the spread of knowledge.


#BLDG_Courthouse
^
^
^The [Courthouse] decreases $LINK<corruption=GCON_Corruption> in its city and makes the city more resistant to propaganda.
#DESC_BLDG_Courthouse
^
^
^As kingdoms and empires expanded, it became increasingly difficult for the rulers to maintain control over the more distant regions 
of their realm. To ensure that the far-flung cities of the empire contributed their expected share of duties and taxes to the government, 
local magistrates and courts were established. In the courthouse, the ruler's representatives listened to the grievances of the people and 
defined and enforced the laws that governed social interaction. This reduced crime, and thereby kept the local population productive.


#BLDG_Walls
^
^
^[Walls] can be built only in town-size settlements and provide a land bombardment defense of eight,
and a 50% defensive bonus to units defending in the town. When a town becomes a city, the walls no longer provide a defensive bonus.
#DESC_BLDG_Walls
^
^
^Before the establishment of centralized governments capable of supporting strong, national armies, individual cities were left to fend for 
themselves when it came to defense. As a result, many cities constructed city walls to protect against raiders and bandits. City walls 
represented a major investment in both time and materials, requiring years to complete and constant repairs to maintain their strength and 
integrity. However, these walls turned the city into a fortress capable of withstanding all but the most determined attack.


#BLDG_Aqueduct
^
^
^A city with an [Aqueduct] can grow beyond population six.
^Note that a city adjacent to fresh water never requires an aqueduct.
#DESC_BLDG_Aqueduct
^
^
^A major obstacle to population growth and expansion in early cities was the scarcity of water. In many cases, the solution to this problem 
was an aqueduct. Aqueducts were large, elevated stone "canals" through which water from nearby hills and mountains was channeled into the 
city. Aqueducts allowed cities to grow much larger by significantly increasing the amount of available water. At the same time aqueducts 
reduced the chance of contracting water-borne diseases, by reducing the dependence on stagnant ponds and wells as water sources. Aqueducts 
also allowed cities to be built in normally inhospitable environments, such as deserts, by providing an outside water source. Modern day Los 
Angeles, for example, obtains its water supply from the Colorado River, through a system of aqueducts over 200 miles long.


#BLDG_Bank
^
^
^A [Bank] increases $LINK<tax revenue=GCON_Commerce> produced in its city by 50%, in addition to any marketplace benefit. You must have a $LINK<Marketplace=BLDG_Marketplace> to build a Bank.
#DESC_BLDG_Bank
^
^
^A highly developed banking system is one of the cornerstones of an advanced civilization. Banks lend money to individuals or groups, 
providing capital for industrial and real estate development. Banks also contribute to the economic growth of a city or region by stimulating 
the development of production facilities. Individual citizens can also benefit by investing their own surplus money in the bank and  earning 
interest on it.


#BLDG_Cathedral
^
^
^[The Cathedral] produces three $LINK<content faces=GCON_Happy_Faces>, making three unhappy citizens content. You must have a $LINK<Temple=BLDG_Temple> in the city in order to build a Cathedral.
#DESC_BLDG_Cathedral
^
^
^Throughout the Dark Ages that followed the fall of the Roman Empire, the Christian Church was a major influence in the revival of 
European civilization. In recognition of the expanding influence of the church, great cathedrals were built in the largest towns and 
cities, to act as centers of religious study and worship. In addition to their religious significance, cathedrals acted as the center 
of social and cultural activity in the town. They brought great pride, stability, and tradition to the citizens of the community.


#BLDG_University
^
^
^[The University] increases the scientific $LINK<research=GCON_Research> in its city by 50%.
This is in addition to any $LINK<library=BLDG_Library> benefits already in place. You must have a Library in the city in order to build an University.
#DESC_BLDG_University
^
^
^Universities are institutions of higher learning. Early universities, established in the Middle Ages, were usually built in cities that 
had a large or important cathedral. Studies at these institutions focused on matters concerning the church. The curricula quickly expanded 
to include classical art, literature, and languages. Modern universities provide the opportunity to study a wide array of subjects. They have 
also become centers for research into many fields, serving as the source of major advances in computers, medicine, physics, and a variety of 
other subjects.


#BLDG_Colosseum
^
^
^The [Colosseum] produces two $LINK<content faces=GCON_Happy_Faces> that make two unhappy citizens content.
#DESC_BLDG_Colosseum
^
^
^The original colosseum provided entertainment for the common people of Roman society by presenting them with spectacles and events as a 
temporary escape from day-to-day life. This concept has been revived in the 20th Century. Modern-day stadiums and civic centers provide an 
arena for entertainment ranging from concerts to professional sporting events. Although the violent spectacle of gladiatorial combat is a 
thing of the past, today's colosseums still provide entertainment and diversion for the masses.


#BLDG_Factory
^
^
^A [Factory] increases $LINK<shield production=GCON_Shields> in its city by 50%. Building a power plant in the same city
increases this bonus. Note that factories produce $LINK<pollution=GCON_Pollution>.
#DESC_BLDG_Factory
^
^
^Early examples of factory-like production, where a number of individuals work cooperatively to produce goods for sale or trade, can be 
found as far back as ancient Greece and Rome. Modern factories, however, evolved from the concept of specialized labor, where each worker 
performed a single step in the overall production of an item. This specialization allows factories to increase the speed and efficiency of 
the manufacturing process, far surpassing earlier means of production. The development of the factory system as a means of production played 
a key role in the Industrial Revolution.


#BLDG_Police_Station
^
^
^The [Police Station] combats $LINK<war weariness=GCON_War_Weariness> and decreases $LINK<corruption=GCON_Corruption> in its city.
#DESC_BLDG_Police_Station
^
^
^The concept of a police force operating independently of the military goes back to the Praetorian Guard of ancient 
Rome. In the Middle Ages, noblemen protected their estates by appointing constables to enforce the law and to arrest 
and guard criminals, but the first modern, organized police force was the London Metropolitan Police. Established in 
1829, this organization became the model for law enforcement organizations in the United States and many other 
industrialized nations around the world. The presence of a police force serves to uphold the laws of society, and to 
control civil unrest. A strong, visible police force strengthens confidence of the community by keeping the citizens
safe.


#BLDG_Recycling_Center
^
^
^The [Recycling Center] decreases $LINK<pollution=GCON_Pollution> caused by city improvements.
#DESC_BLDG_Recycling_Center
^
^
^The continual growth in city populations leads to an inevitable increase in garbage. Eventually, existing landfills and garbage dumps 
are filled, forcing new dumping sites to be established. This leads to the gradual but steady destruction of the local environment. 
To reverse this problem, many areas have established recycling centers, where much of the garbage is sorted and reduced to reusable 
components through various means. These components are then used to manufacture new products. In this way, much of the trash produced 
is turned into raw materials for production, rather than contributing to the ever-increasing pollution problem.


#BLDG_Manufacturing_Plant
^
^
^A [Manufacturing Plant] increases $LINK<shield production=GCON_Shields> in its city by 50%. Note that 
manufacturing plants produce $LINK<pollution=GCON_Pollution>. A Factory is required to build a Manufacturing Plant.
#DESC_BLDG_Manufacturing_Plant
^
^
^Manufacturing plants are large industrial complexes that produce goods of all types, although they are
generally used to produce durable consumer goods such as automobiles. Essentially, a manufacturing plant
is a large, sophisticated factory that employs specialization of labor, complex machinery, and assembly
lines to gain efficiency and economies of scale. This combination of manpower and automation increases
productivity and reduces production costs.


#BLDG_Coal_Plant
^
^
^The [Coal Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It does produce $LINK<pollution=GCON_Pollution>.
^It replaces any other power plant in the city. A Factory is required to build a Coal Plant.
#DESC_BLDG_Coal_Plant
^
^
^Power plants burn coal and other fossil fuels to produce the heat and steam necessary to run generators that produce electrical power. 
When electricity became widely and cheaply available, it meant that industries could convert from steam to electrical power to run their 
machinery. One central power plant could supply the electrical needs of a relatively large geographic area. However, increasing demands 
for electricity, by both consumer and commercial customers, led to a rise in the number of power plants. This, in turn, led to problems 
with air pollution. As more plants went on line, more fossil fuels were burned to generate power. Because modern society depends so heavily 
on electricity, researchers are constantly searching for alternate forms of energy to satisfy ever-increasing demands.


#BLDG_Hydro_Plant
^
^
^The [Hydro Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It produces no $LINK<pollution=GCON_Pollution>.
^It replaces any other power plant in the city. A Factory is required to build a Hydro Plant.
^
^A city must have a river within its $LINK<radius=GCON_Radius> to build a Hydro Plant.
#DESC_BLDG_Hydro_Plant
^
^
^One alternative to power generation utilizing coal or petroleum fuels is the hydroelectric power plant. This facility 
utilizes the energy of rapidly moving water to turn the turbines of its generators and produce electricity. In locations 
where a source of moving water is available, hydro plants offer a clean, safe alternative to coal, petroleum, and nuclear 
power generation. Hydro plants have their own set of  environmental dangers, however. The disruption of a river's normal 
flow and the massive flooding of the land behind the facility's dam can destroy the habitat of the wildlife inhabiting the 
river basin.


#BLDG_Nuclear_Plant
^
^
^The [Nuclear Plant] increases $LINK<factory=BLDG_Factory> output by 100%. 
^It does not create any $LINK<pollution=GCON_Pollution>. A Factory is required to build a Nuclear Plant.
^Nuclear Plants can [meltdown], causing all hell to break loose...
^
^A city must have fresh water within its $LINK<radius=GCON_Radius> to build a Nuclear Plant. It replaces any
other power plant in the city.
#DESC_BLDG_Nuclear_Plant
^
^
^Nuclear power plants utilize radioactive materials and the process of nuclear fission to generate the heat and steam 
needed to run electrical generators and produce electricity. Because nuclear power doesn't cause the air pollution associated 
with the burning of coal or petroleum products, this means of generating power is considered a viable alternative energy source. 
However, the toxic nature of the byproducts produced by the fission process creates serious problems of its own. No method of 
safely disposing of this toxic waste has been found, and the volatile nature of the fission reaction can lead to a meltdown of 
the reactor core if the reaction is not properly controlled. Because of these problems, the future of nuclear power is uncertain.



#BLDG_Solar_Plant
^
^
^The [Solar Plant] increases $LINK<factory=BLDG_Factory> output by 50%.
^It produces no $LINK<pollution=GCON_Pollution>, and replaces any other power plant in the city. A Factory is required to build a 
Solar Plant.
#DESC_BLDG_Solar_Plant
^
^
^One of the greatest natural sources of energy available on Earth is the sun. Solar energy can be converted directly 
into electrical power without the need for mechanical generators through the use of photoelectric cells. Alternatively, 
large solar collectors known as heliostats can be used to focus solar energy into a water boiler, generating steam to 
run conventional electrical turbines. Unfortunately, at our current level of technology, both of these systems are 
prohibitively expensive to construct. However, because of  the dwindling supply of fossil fuels and increasing concern 
over the pollution produced by conventional and nuclear power plants, scientists are constantly working on a viable way 
to harness the clean and endless supply of energy provided by our sun.


#BLDG_Hospital
^
^
^A city with a [Hospital] can grow beyond population 12. You must have a population of 7 or higher to build a hospital.
#DESC_BLDG_Hospital
^
^
^Hospitals are institutions that focus on the diagnosis and treatment of disease and trauma. While dispensing these services, 
they also provide housing. With technological innovation in medicine, hospitals have increasingly become community hubs, 
expanding their role to include teaching and research. Throughout history a hospital's role has shifted from a place to secure
the ill or insane, to one of hope and health. 


#BLDG_Lab
^
^
^The [Research Lab] increases $LINK<scientific research=GCON_Research> by 50%.
^This is in addition to any benefits from a $LINK<library=BLDG_Library> and/or $LINK<university=BLDG_University>.
A University is required to build a Research Lab.
#DESC_BLDG_Lab
^
^
^Historically, libraries and universities have acted as the primary centers of research for new ideas and technologies. The growth 
of private industry in the Modern Age has also given birth to hundreds of privately owned research facilities. These private laboratories, 
usually dedicated to research in a single field related to their founding company, have made tremendous advances in many fields including 
physics, biology, chemistry, and medicine. The growth of privately-funded  research has vastly increased the speed at which mankind achieves 
new advances in science and technology.


#BLDG_Mass_Transit_System
^
^
^The [Mass Transit System] reduces $LINK<pollution=GCON_Pollution> caused by population.
#DESC_BLDG_Mass_Transit_System
^
^
^Within a few decades of the invention of the automobile, the horse-drawn carriage disappeared from city streets. Along with all the 
advantages offered by the automobile, this new means of transportation quickly became a significant source of air pollution. As larger 
cities became more crowded, the number of cars increased, making travel difficult and adding to the pollution problem as automobile traffic 
clogged the streets. The development of mass transit systems, including busses, trolleys, subways, and light rail, led to a reduction in 
traffic and, as a result, a reduction in air pollution.


#BLDG_SAM_Missile_Battery
^
^
^[SAM Missile Batteries] attack enemy air units that attempt to attack the SAM site's city.
#DESC_BLDG_SAM_Missile_Battery
^
^
^The use of airplanes in warfare began in earnest during World War I. By the end of World War II, the use of fighter 
aircraft and bombers was commonplace and the importance of air warfare continued to grow, as did the importance of 
effective anti-aircraft defenses. During the 1950s, the refinement of rocket technology allowed for the construction 
of compact missiles which were used to deliver explosive warheads to targets swiftly and accurately. Batteries 
of surface-to-air missiles, or SAMs, were built to protect cities and ground installations against airborne attacks. 
The long range and high accuracy of SAM Missile Batteries provided a much more effective defense than the anti-aircraft guns 
of World War II.


#BLDG_Coastal_Fortress
^
^
^A [Coastal Fortress] gives the city a naval bombardment defense of eight.
^The fortress automatically bombards passing enemy ships.
#DESC_BLDG_Coastal_Fortress
^
^
^The construction of defensive structures such as city walls and fortified castles dates back to ancient times. 
City walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately 
in such a situation. However, coastal cities were also vulnerable to attack from sea bombardments, since even a city 
wall left sea ports relatively unprotected. The best way to protect the port was to keep the enemy out of range of 
the city. This was accomplished by constructing fortresses to cover the approach to the city. These coastal fortresses, 
built at the mouth of the city's harbor or on barrier islands, would hold enemy vessels at bay, turning away or thinning 
out the attacking force and minimizing damage to the city's port.


#BLDG_Harbor
^
^Cities with a [Harbor] produce $LINK<veteran=GCON_Experience> naval units instead of regulars.
^Coastal, sea, and ocean squares produce one extra $LINK<food=GCON_Food>. 
^A [Harbor] is a link in the $LINK<trade network=GCON_Trade>, allowing $LINK<luxuries=GCON_ResourcesL>
and $LINK<strategic resources=GCON_ResourcesS> to be traded to other [Harbors].
^A city with a [Harbor] can be used to upgrade naval units.
#DESC_BLDG_Harbor
^
^
^Just because a city is built in a coastal region doesn't guarantee that the city is readily accessible by ship. 
In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a 
harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters ships from waves and 
high winds. Although some coastal cities are established in areas where a natural harbor exists, most seaports 
are forced either to improve the existing natural harbor, or to build a man-made harbor to shelter ships and provide 
channels deep enough to accommodate large vessels.


#BLDG_Offshore_Platform
^
^
^An [Offshore Platform} causes all worked coastal, sea, and ocean squares to produce one $LINK<shield=GCON_Shields>.
#DESC_BLDG_Offshore_Platform
^
^
^Mankind's dependence on wood and coal as a main source of fuel ended when the first commercial oil well went into 
production in Pennsylvania in 1859. Crude oil could be refined into many different byproducts, and soon replaced wood 
and coal in many parts of the world. The growing dependence on oil caused the petroleum industry to grow rapidly and 
wells were drilled all over the world. Most wells were initially drilled on land, but after World War II it was found 
that many of the largest oil deposits could be found below the sea floor. Shallow water drilling from platforms supported 
by pylons resting on the seabed proved very successful. Today, large floating platforms can drill for oil at water depths 
of more than 3300 feet.


#BLDG_Airport
^
^A city with an [Airport] produces $LINK<veteran=GCON_Experience> air units instead of regulars.
^An [Airport] is a link in the $LINK<trade network=GCON_Trade>, allowing luxuries
and strategic resources to be traded to other [Airports].
^A city with an [Airport] can be used to upgrade air units and airlift land units.
#DESC_BLDG_Airport
^
^
^Since the middle of the 20th century, the airplane has been one of the chief means of long-distance transport in the 
world. Nearly every major metropolitan area today has at least one airport, with facilities to handle passengers and 
ticketing, as well as facilities for refueling and repairing the aircraft that land there. Beginning in the 1940s, 
the growing role of airplanes as combat vehicles led to the widespread construction of military air bases. Nearly 400 
of these facilities in the U.S. alone act as bases and maintenance facilities for aircraft assigned to all branches of 
the military.


#BLDG_Wealth
^
^
^[Wealth] causes shields to be converted to gold at a ratio of four to one.
^When your civilization learns $LINK<Economics=TECH_Economics> the ratio is reduced to two to one.
#DESC_BLDG_Wealth
^
^
^Manufactured goods can provide an excellent source of income. Cities throughout time have become manufacturing centers of 
one sort or another, trading the goods and services generated within by its artisans and craftsmen. Modern manufacturing 
operations currently employ all sorts of workers, from laborers to managers to executives, and are the primary driving 
forces of many cities' and nations' economies.


#BLDG_Civil_Defense
^
^
^[Civil Defense] can be built in any size settlement and provides a 50% defensive bonus to units
defending in the town. Civil Defense can only be built in a city that has a barracks.
#DESC_BLDG_Civil_Defense
^
^
^An active Civil Defense plan in times of war reduces loss of life and property resulting from enemy actions.  During the 
Second World War the threat of aerial attack on cities was sufficient enough that many cities implemented organized civil 
defense strategies.  Citizens were trained in fire fighting, rescue, medical first-aid and shelters were built to protect 
against bombing raids and other attacks.  Other tactics included power blackouts that significantly reduced the glow of 
city lights, typically used as guides by enemy pilots in bombing campaigns.  The introduction of nuclear weapons, capable 
of destroying entire metropolitan areas, caused radical changes in how civil defense is now approached, including: plans 
for mass evacuation, and prolonged residence in shelters.


#BLDG_Stock_Exchange
^
^
^[Stock Exchange] provides a 50% tax output for the city it is constructed in. The Stock Exchange can only be built
in a city that has a bank.
#DESC_BLDG_Stock_Exchange
^
^
^The stock exchange is an organized market which specializes in the sale and purchase of securities such as shares, stocks, and bonds.  
In the most developed capitalist countries, the stock exchange functions as a ready market for securities, encouraging people to channel 
their savings into corporate investments.  In addition, the stock exchange acts as a pricing mechanism, determining prices that reflect 
the true investment value of a company's stock.  The membership requirements of exchanges vary mainly with respect to the number of members, 
the degree of bank participation, the rigor of the eligibility requirements, and the degree to which government participates in their management.


#BLDG_Commercial_Dock
^
^
^A [Commercial Dock] causes the city it is in to produce one extra Commerce in every water square that already produces one.
A Commercial Dock can only be bult in coastal cities. A Commercial Dock can only be built in a city that has a harbor.
#DESC_BLDG_Commercial_Dock
^
^
^Free-market freighters carry a variety of cargoes, between numerous ports. In many instances, the services of these ships are matched with 
cargoes of brokers who meet on a trading floor in an environment analogous to a stock exchange or a commodities exchange.  In times of low 
freight rates, a broker representing cargo interests may charter a ship for a future date, while having no cargo in prospect but expecting 
to resell the contract when the rates rise.  Most of the world's chartering business is carried out in the Baltic Mercantile and Shipping 
Exchange, commonly known as the "Baltic Exchange", located in London.  Other exchanges, especially for special cargoes, are in operation as 
well.  A large part of the immense world oil transportation business, for example, is chartered by brokers who are based in many different ports.


#BLDG_Tobacco_Plantation
^
^
^A Tobacco Plantation inceases productivity by one (1) in the city in which it is built. It also makes two (2) happy faces. Obviously, the 
tobacco resource is needed to build this improvement.
^
^
#DESC_BLDG_Tobacco_Plantation


#BLDG_Silk_Trader
^
^
^A Silk Trader market is available only to the Asian civs in this scenario. It increases productivity by one (1) in the city in which it is
built and creates two (2) happy faces as well. As the name implies, the Silk Trader market requires the Silk resource to be built.
^
^
#DESC_BLDG_Silk_Trader


#BLDG_Sugar_Plantation
^
^
^A Sugar Plantation increases productivity by one (1) in the city in which it is
built and creates two (2) happy faces as well. As the name implies, the Sugar Plantation requires the Sugar resource to be built.
^
^
#DESC_BLDG_Sugar_Plantation


#BLDG_Rubber_Plantation
^
^
^A Rubber Plantation increases productivity by one (1) in the city in which it is
built and creates two (2) happy faces as well. As the name implies, the Sugar Plantation requires the Rubber resource to be built.
^
^
#DESC_BLDG_Rubber_Plantation


#BLDG_Vineyard
^
^
^A Vineyard increases productivity by one (1) in the city in which it is
built and creates two (2) happy faces as well. As the name implies, the Vineyard requires the Wine resource to be built.
^
^
#DESC_BLDG_Vineyard


#BLDG_Diamond_Mine
^
^
^A Diamond Mine increases productivity by two (2) in the city in which it is
built and creates one (1) happy face as well. As the name implies, the Diamond Mine requires the Diamonds resource to be built.
^
^
#DESC_BLDG_Diamond_Mine


#BLDG_Coal_Mine
^
^
^A Coal Mine increases productivity by two (2) in the city in which it is
built and creates one (1) happy face as well. As the name implies, the Coal Mine requires the Coal resource to be built.
^
^
#DESC_BLDG_Coal_Mine


#BLDG_Iron_Mine
^
^
^An Iron Mine increases productivity by two (2) in the city in which it is
built and creates one (1) happy face as well. As the name implies, the Iron Mine requires the Iron resource to be built.
^
^
#DESC_BLDG_Iron_Mine


#BLDG_Saw_Mill
^
^
^A Saw Mill increases productivity by two (2) in the city in which it is
built and creates one (1) happy face as well. As the name implies, the Saw Mill requires the Lumber resource to be built.
^
^
#DESC_BLDG_Saw_Mill



#BLDG_Gold_Mine
^
^
^A Gold Mine increases productivity by two (2) in the city in which it is
built and creates one (1) happy face as well. As the name implies, the Gold Mine requires the Gold resource to be built.
^
^
#DESC_BLDG_Gold_Mine


#BLDG_Silver_Mine
^
^
^A Silver Mine increases productivity by two (2) in the city in which it is
built and creates one (1) happy face as well. As the name implies, the Silver Mine requires the Silver resource to be built.
^
^
#DESC_BLDG_Silver_Mine


#BLDG_Copper_Mine
^
^
^A Copper Mine increases productivity by two (2) in the city in which it is
built and creates one (1) happy face as well. As the name implies, the Copper Mine requires the Copper resource to be built.
^
^
#DESC_BLDG_Copper_Mine


#BLDG_Stadium
^
^
^A Stadium adds three (3) happy faces to each city in which it is built and it also has a culture rating of two (2).
The Limestone resource is necessary to build this improvement.
^
^
#DESC_BLDG_Stadium


#BLDG_Bottling_Plant
^
^
^A Bottling Plant increases productivity by two (2) in the city in which it is
built and creates one (1) happy face as well. A Bottling Plant requires the Glass resource to be built.
^
^
#DESC_BLDG_Bottling_Plant


#BLDG_Cement_Factory
^
^
^A Cement Factory increases productivity by two (2) in the city in which it is
built and creates one (1) happy face as well. A Cement Factory requires the Limestone resource to be built.
^
^
#DESC_BLDG_Cement_Factory


; SPACESHIP COMPONENTS__________________________________________________________________________SPACESHIP COMPONENTS


#BLDG_SS_Thrusters
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Thrusters
^
^
^The massive Thrusters are, much like the Engine, designed to function in a myriad of ways. Designed in stages like the 
Engines, the Thrusters channel the exhaust used to propel the Space Ship through all of its phases of travel. In the initial 
phase, the external booster rockets channel their fuel through the Thrusters array until they run out of fuel, at which 
point they are jettisoned. After that, the powerful electromagnets built into the Thrusters help accelerate the charged 
particles of the ion drive to near the speed of light, providing a great deal of thrust for the Space Ship. Finally, in 
the last stages of travel, the Thrusters are responsible for maneuvering the Space Ship into the planet's gravity well 
and providing a counter thrust to slow the vessel to a manageable velocity to settle into a geo-synchronous orbit. In 
order to fulfill all of these functions, the Thrusters array had to be capable of the ultra-sensitive duty of accelerating 
high energy ions as well as be able to handle the hundreds of thousands of pounds of thrust produced by the solid fuel 
boosters. The engineers who designed the Thrusters were able to fulfill both of these functions as well as making them 
articulated to allow for maneuverability that is remarkable considering the mass and projected velocities of the craft.




#BLDG_SS_Cockpit
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Cockpit
^
^
^The command and control center of the Space Ship, the Cockpit component is the brain of the vessel. Ergonomically 
designed for the comfort of the pilots, the Cockpit holds all of the advanced navigation and systems control computers 
necessary for interstellar travel and interplanetary colonization as well as providing for all of the long-term 
necessities of its occupants. A fully encased component, the Cockpit has no unshielded area, completely encasing 
the occupants in a protective shell of titanium, ceramic, and an electromagnetic repulsion system to shed unwanted 
radiation. It utilizes the latest in holographic technology for star chart navigation, heads up displays for a 360 
degree range of vision around the Space Ship, and the most advanced sensors available for collision detection and 
avoidance. The crowning jewel of the Cockpit component, however, is the advanced CAM Computer System, an artificial 
intelligence system designed to evaluate the potential dangers of deep space flight that may be encountered in the 
regions that no human has ever before penetrated. The CAM System continually monitors radiation fields and particle 
positions, judging the best way to deal with any potential threat and alerting the pilots in case of an emergency. 
The CAM system also helps keep the pilots entertained, having full access to the libraries of the Planetary Party 
lounge and being the most advanced Chess computer in the known galaxy. 


#BLDG_SS_Landing_Docking_Bay
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Landing_Docking_Bay
^
^
^Built entirely in space and for space travel, the Space Ship is a marvel of human technology. The Docking Bay module 
allows for the transfer of personnel and materials both during the initial loading of the Space Ship as well as during its 
final orbit, during which it will be converted to a Space Station for the first phase of the colonization and terraforming 
process. The Docking Bay module also holds the RCV Manned Shuttle, the main travel and transit vehicle for the Space Ship 
occupants, as well as providing access for the engineers to the exterior of the Space Ship during space walks. The Docking 
Bay is in essence a large air lock with a door large enough to release the RCV, flanked by a pair of smaller air locks for 
transferal of small teams of individuals. The Docking Bay also has large magnetic locks, allowing the Space Ship to join to 
the International Space Station prior to its departure during the final phases of supply loading before launching from 
Earth's orbit for its interstellar trip.


#BLDG_SS_Engine
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Engine
^
^
^The Space Ship Engine is actually a four part launch vehicle, designed to enable the Space Ship to complete its journey 
both within the high gravity space-time bends surrounding star systems and through the vast emptiness of deep space that 
separates our star from Alpha Centauri. Its first stage is the external booster rockets, which, much like the terrestrially 
launched shuttles of the late twentieth century, are solid fuel boosters and are jettisoned when they are no longer 
needed. They are crucial to build the initial impulse which will carry the Space Ship into Jupiter's gravity well, giving 
it the energy to slingshot to Uranus and then out into deep space. The second part to the Engine is the Space Ship's solar 
sail, which was designed both to use the radiation emitted from our sun and Jupiter for propulsion and to collect atomic 
particles for further future fuel and materials. The third part of the Engine array is the ion drive, which will harness 
both nuclear power and collected hydrogen to propel the craft through deep space, channeling high energy particles through 
the Thrusters. The fourth and most externally obvious component is the hydrogen solid fuel rocket, which will be used in 
the final phases of the Space Ship's travel to place it in orbit around Alpha Centauri's planetary system. 


#BLDG_SS_Fuel_Cells
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Fuel_Cells
^
^
^Essentially designed around the concept of a controlled hydrogen bomb explosion, the Fuel Cells for the Space Ship are 
based around the hydrogen collection system of the solar sail. The electromagnetic and solar energy collected by the solar 
sail are converted to electricity, which is used to slowly build the free hydrogen collected into fuel, which is stored in 
the fuel cell. The fuel cells also contain small, controlled amounts of fissionable material, which is in turn used with 
the hydrogen core to start a nuclear reaction. These reactions, contained in the Fuel Cells, supply the high energy 
particles which are funneled and accelerated through the ion drive to boost the Space Ship in deep space travel. In the 
final stages of travel the Fuel Cells provide the necessary hydrogen, collected in transit, to power the solid fuel rocket. 
The entire process is controlled through powerful electromagnets which channel the energy and prevent the escape of excess 
energy which could produce a dangerous meltdown. One byproduct of this nuclear reaction is heat, which is absorbed in the 
Fuel Cell walls and converted to the electrical energy which powers the computers, Life Support Systems, and other essential 
functions.


#BLDG_SS_Life_Support_System
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Life_Support_System
^
^
^Essential to the sustenance of human life are food, water, air, and heat, and the Life Support System provides all of 
these things. Recycling is the key to the Space Ship's Life Support System, and no organic component is left to waste in 
the vessel. Computers control the collection and recycling of waste, which is injected into large vats of algae which 
consume the waste or processed into fertilizer for the Space Ship hydroponics garden. Both the algae and the garden provide 
food and oxygen for the colonists as well as for their livestock, which consist of fish, shrimp, and a particularly hearty 
(and tasty) breed of Peruvian mountain llama. Extra oxygen is processed in the air filtration system, which electrically 
divides water into hydrogen and oxygen molecules and separates them for oxygen and fuel uses. Excess heat produced by the 
Fuel Cells is also absorbed into steam pipes, which are used to keep the interior of the vessel warm and to separate pure 
water out of waste water to a 99.44% purity. Extraplanetary travel has never before been attempted on this scale, and the 
Life Support System has been carefully crafted to provide indefinitely for the needs of the colonists as well as giving 
them a basis for redeveloping a food chain on the eventual planet of colonization.


#BLDG_SS_Stasis_Chamber
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type. 
#DESC_BLDG_SS_Stasis_Chamber
^
^
^With a journey predicted to take decades, if not centuries, one of the most important considerations of the engineers was 
the aging of the crew. Recent advances in cryogenics and chemical therapy have enabled scientists to chemically slow the 
metabolic process to a virtual standstill, which enables the scientists to then deep freeze the body without harm. Sensors 
regulate the zero-oxygen environment to ensure that the colonists will be kept as safe as possible, and a special warming 
system utilizing broad spectrum electromagnetic radiation is used to quickly and safely restore warmth to the body. The 
radiation also has the effect of breaking down the chemical agents that slow the colonists' metabolism, making them able 
to be thawed out in a matter of seconds and fully aware in a little over a minute. This is essential to the survival of 
the craft in a situation in which the computer is unable to determine a course of action and a pilot or navigator must be 
roused to assess the danger, or in a situation in which a technician must be roused to effect repairs. This system has been 
used very effectively in tests on pigs and monkeys, and it has been shown that such animals in deep cryogenic sleep have 
been able to be roused after three years with absolutely no visible side effects. A couple of military volunteers have also 
been frozen to test the system, but only for a matter of weeks. Although scientists have not yet tested the effects of 
long-term freezing on human beings, they are completely confident that there will not be any problems with the Stasis 
Chamber on the Space Ship. Completely confident.


#BLDG_SS_Storage_Supply
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Storage_Supply
^
^
^With a journey on which so much is dependent, including the future survival of humanity in the stars, many preparations 
have been made to insure the survival of the crew both on the journey and once the final destination has been reached. The 
large Storage/Supply module fulfills many functions for the colonists, all of which are considered vital for the perpetuation
of life on distant planets. The first and most obvious function that it fulfills is the storage of raw materials, including 
essential metals and elements which may not be in such plentiful supply in the further reaches of the galaxy. In addition 
to the non-organic elements stored there are also complex amino acid chains stored for eventual use to ensure the survival 
of organic material in the transition period during which the planet is being terraformed. Perhaps more important, though, 
is the storage of the terraforming machines and vehicles which are expected to be necessary once a distant planet is 
reached. They will be used not only to attempt terraforming the planet, but also to build the initial habitat of the 
colonists and mine the planet's resources for use. The most important part of the Storage/Supply unit, in the eyes of many 
scientists, is Project: ARK. A catalogue and series of samples of over 150 million species are included, cryogenically 
frozen and preserved to rebuild as much of Earth's plant and animal kingdom by the genetic engineers in transit with the 
Space Ship.



#BLDG_SS_Planetary_Party_Lounge
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Planetary_Party_Lounge
^
^
^Described as the most expensive discotheque and museum gallery ever made, the Planetary Party Lounge is the ultimate in 
terrestrial entertainment. With a full copy of the Library of the National Archives, including all human data able to be 
put on disk, the Planetary Party Lounge computers allow the colonists to read books, play video games, holographically 
browse art museums, and sample every existing bit of human culture from the most sublime to the least savory. Holographic 
instructional videos exist on all manners of craft and skill, from woodcarving to belly dancing, to help keep cultural 
traditions alive and archived for future generations of colonists. The finest entertainers from around the world have been 
recruited to accompany the colonists and keep them happy in their journey to the next star system, and professional masseuses
and physical therapists are on hand to see to the pleasures of the body. But the center of social life on board the Space 
Ship is bound to be the 13 tiered central lounge, boasting a quaint rural pub, a bustling casino, a hip disco, an auditorium
and concert hall, a full featured gymnasium with hot tub and swimming pool, and a number of restaurants, both large and 
small. With so much to do, the colonists and crew aren't likely to want to get back into their Stasis Chambers!



#BLDG_SS_Exterior_Casing
^
^
^One of ten components of the spaceship, which is used to achieve the $LINK<Space Race=GCON_Victory> victory type.
#DESC_BLDG_SS_Exterior_Casing
^
^
^Although humankind has mastered space flight, the concept of interstellar and deep space travel presents many new problems 
to engineers and physicists. The Exterior Casing of the Space Ship is itself a technological marvel. Designed around a 
composite system of layered ceramic, zero-gee manufactured aluminum-titanium alloy, and high density polymers, the Exterior 
Casing is made to withstand both the dangers of debris within star systems and of radiation throughout its travel. Built 
into the Exterior Casing is also a complex web of electric wiring, capable of carrying a very high positive or negative 
electromagnetic charge, providing a shield from radiation and literally funneling electromagnetic energy and space borne 
hydrogen dust into the solar sail where it can be collected and used for further fuel. It is also designed with multiple 
levels of sensors designed to collect scientific data and to give a clear picture to the navigational computer and to the 
pilots of what is going on outside of the vehicle. Although this composite design for an Exterior Casing is expensive, the 
protection and potential scientific information that it affords is well worth the cost of manufacture.


; GREAT WONDERS ____________________________________________________________________________________ GREAT WONDERS



#BLDG_Pyramids
^
^
^Puts a $LINK<Granary=BLDG_Granary> in every city on the same continent.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious, Religious, and Agricultural
civilizations.
#DESC_BLDG_Pyramids
^
^
^Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinnacle of ancient Egyptian cultural achievement. Constructed on the Giza 
plateau outside modern-day Cairo, these structures were burial tombs and monuments for the Pharaohs, and may have taken generations and tens 
of thousands of workers to complete. The Pyramids are the only one of the generally accepted man-made wonders of the ancient world that remains
in existence today.



#BLDG_Hanging_Gardens
^
^
[The Hanging Gardens] makes three $LINK<unhappy citizens=GCON_Moods> content in its city and
one unhappy citizen content in all other friendly cities.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious and Agricultural civilizations.
#DESC_BLDG_Hanging_Gardens
^
^
^The Hanging Gardens were a distinctive feature of ancient Babylon. They were a great source of pride to the people, and were often described in 
accounts written by visitors to the city. Possibly built by King Nebuchadnezzar II in 600 BC, the gardens are believed to have been a remarkable 
feat of engineering: an ascending series of tiered gardens containing all manner of trees, shrubs, and vines. The gardens were said to have looked like 
a large green mountain constructed of mud bricks, rising from the center of the city.



#BLDG_Colossus
^
^
^[The Colossus] causes its city to produce one extra $LINK<Commerce=GCON_Commerce> in every square that
already produces at least one.
^
^
^The Colossus may be built only in a coastal city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Seafaring, and Commercial civilizations.
#DESC_BLDG_Colossus
^
^
^The Colossus of Rhodes was a bronze statue of Helios, the Greek God of the Sun, erected near the mouth of the city harbor. It stood over 100 feet 
high, about two-thirds the height of the Statue of Liberty. Unfortunately, an earthquake toppled it only 56 years after its construction. Taking the 
counsel of an oracle, the city elected to leave the statue where it lay. For over 900 years, people from all over the ancient world came to Rhodes to 
see the Colossus. It remained where it was until 654 AD when the Muslims who plundered the city sold the statue for scrap.



#BLDG_Lighthouse
^
^
^$LINK<Galleys=PRTO_Galleys> and other early naval units can move safely in and out of $LINK<sea=TERR_Sea> squares, and all naval unit movement rates are increased by one.
^
^
^The [Great Lighthouse] may be built only in a coastal city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Commercial and Seafaring
civilizations.
#DESC_BLDG_Lighthouse
^
^
^The Pharos was a marble watchtower and lighthouse built in 280 BC on an island in the harbor of Alexandria, Egypt. Estimated to have been 300 
feet high, the primary function of the lighthouse was to guide approaching ships to the harbor on an otherwise unmarked coast. Historians debate 
whether fires were burned on the top of the tower, or whether mirrors were used to reflect sunlight. Since ships rarely sailed along coasts at night, 
there was probably little need for the lighthouse after dark. The Pharos was destroyed in the 14th century, after having been damaged by several 
earthquakes.



#BLDG_Great_Library
^
^
^The civilization that builds the [Great Library] gets any Civilization Advance already discovered by two
other known civilizations for free.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
#DESC_BLDG_Great_Library
^
^
^The Great Library of Alexandria was one of the two most important libraries of the ancient world. Ptolemy I  founded it around 300 BC, 
and was enhanced and expanded by his successors. The library attempted to obtain copies of all scrolls of any consequence, and eventually 
contained over 700,000 volumes. Religious fanatics destroyed the library in 391 AD, after nearly 700 years of operation. During this period, 
Alexandria served as the cultural center of the Hellenistic world. Today, only part of the catalog remains, providing us with a mere hint of what 
treasures the library contained.



#BLDG_Oracle
^
^
^Doubles the effect of all $LINK<Temples=BLDG_Temple> in the Empire;
they produce two $LINK<content faces=GCON_Moods> instead of one.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Oracle
^
^
^In ancient Greek religion, an oracle was a priest or priestess through whom the gods spoke in response to questions. The oracle interpreted 
dreams, the actions of entranced persons, and physical signs found in the entrails of sacrificed animals. The most famous oracle resided in the 
shrine of Apollo at Delphi, located on the slopes of Mount Parnassus. Greeks, Romans, and others consulted this oracle for centuries about 
public policy and private matters. A priestess called the Pythia would, for a fee, make public predictions for the future. These ecstatic 
pronouncements became infamous for their ambiguity.



#BLDG_Great_Wall
^
^
^The French had a strong beilef in fortresses, and had many of them. Notable ones were at the Franco-German Border, 
Verdun, and Paris itself. The nationalism spead by defense of these "symbols" of national unity gives the french Walls 
in every city, and barracks throughout any city france controlls on continental Europe.



#BLDG_Art_of_War
^
^
^The Schlieffen plan, Created by Alfred Graf von Schlieffen as a way to deal with Germny's predicament: having strong foes on both sides 
of the border. The plan called for a lighting campaign against France, going through belgium to beat france in 6 weeks then to fight another 
victorious campaign against Russia. With the plan made and in the German high command's mind for a war against france, Militarism was high. Because of the 
Militarism, Germany gets a Barracks in all of its cities automatically.



#BLDG_Sistine_Chapel
^
^
^Doubles the effects of all $LINK<Cathedrals=BLDG_Cathedral> in your cities. 
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Sistine_Chapel
^
^
^The beauty of Rome's Sistine Chapel has long served as a testament to the mixture of strong religious beliefs and the love of art shared by the 
people of Renaissance Europe. Michelangelo devoted four years to painting the mural that adorns the ceiling, a work depicting events in the book 
of Genesis and other Biblical stories. Few visitors to the Sistine Chapel have failed to be moved by the artist's dedication to his subject, or his
feeling for the nature of human struggle, suffering, and spiritual triumph.



#BLDG_Circumnavigation
^
^
^The movement rate of all naval units is increased by one.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist, Commercial and Seafaring
civilizations.
#DESC_BLDG_Circumnavigation
^
^
^In 1519, Ferdinand Magellan sailed from Spain with the intention of reaching the spice-rich Malouccas Islands of Indonesia by sailing west, 
instead of east. Although natives in the Philippines killed Magellan, his expedition went on to prove conclusively that the world was round. More 
importantly, it proved that the Americas were indeed a New World. Magellan's expedition was one of the great sea voyages of history, and it 
inspired further expeditions by other explorers. The discoveries made along the way reduced the dangers to all the sea expeditions that followed.



#BLDG_Solar_System
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Expansionist civilizations.
#DESC_BLDG_Solar_System
^
^
^Ancient astronomers originally put forth the theory that the Sun was the center of our solar system, and that the planets revolve around it. This 
knowledge was lost during the Dark Ages, but was re-introduced in the early 16th Century by Nicholas Copernicus. Copernicus' research and 
theories form the foundation for modern astronomy. Copernicus collected his data from his observatory, a small room in the spire of an East 
Prussian cathedral. His research methods and observations also marked the rebirth of the scientific method, and were an important step in the 
advance of knowledge.



#BLDG_Great_Playhouse
^
^
^Eight $LINK<unhappy citizens=GCON_Moods> in the city are made content. 
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>. A city with [Shakespeare's Theater] can grow beyond population 12, but you must have a population of 7 or higher in order to build it.
#DESC_BLDG_Great_Playhouse
^
^
^Most of the plays of William Shakespeare were first performed on the stage of London's Globe Theater during the 1600s. Theaters offered people 
a diversion from their everyday lives by allowing them to enjoy comedies, tragedies, and triumphs acted out on stage. Similar theaters, such as the 
Comedie Francaise in Paris, and La Scala in Milan, fulfilled similar roles by offering entertainment to the citizens of their cities. Although the original 
Globe Theater burned down, Shakespeare's plays are still performed in a new theater bearing his name, and in other theaters throughout the world.



#BLDG_Inventor's_Workshop
^
^
^Obsolete military units can be upgraded at half price.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic civilizations.
#DESC_BLDG_Inventor's_Workshop
^
^
^Leonardo da Vinci was one of the most celebrated painters of the Italian Renaissance. His most famous works include the "Mona Lisa" and "The 
Last Supper". Although best known for his art, da Vinci was also an accomplished observer and designer. Preserved in his sketchbooks are ideas 
for dozens of inventions, many of them centuries ahead of their time. These include designs for such devices as drawbridges, construction equipment,
parachutes, and even helicopters. His scientific and technical drawings became the basis for the development of many of these modern devices.



#BLDG_Grand_Cathedral
^
^
^Decreases the number of $LINK<unhappy citizens=GCON_Moods> on the continent by two per city.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>. 
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Religious civilizations.
#DESC_BLDG_Grand_Cathedral
^
^
^Few composers were more prolific or beloved than Johann Sebastian Bach. Bach, the most well known member of a gifted family of German 
musicians, was perhaps the finest composer of the baroque style of music. In his time, he wrote numerous choral and orchestral pieces. During his 
lifetime, he was renowned as an organist and music director of St. Thomas' Church in Leipzig, and many of his compositions were religious in nature. 
After his death, Bach's music gained worldwide appreciation.


#BLDG_Great_University
^
^
^Doubles $LINK<scientific research=GCON_Research> in the city where it is built.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
#DESC_BLDG_Great_University
^
^
^Sir Isaac Newton, a mathematician and physicist, is considered to be one of the greatest scientists of all time. He is credited with many important 
discoveries including the laws of gravity, the color spectrum of light, calculus, fluid dynamics, and an understanding of ocean tides. He also built the 
world's first reflecting telescope. For 32 years, he held an important teaching post at Cambridge University, where he continued his own research 
while instructing a generation of students.





#BLDG_Trading_Company
^
^
^Pays $LINK<maintenance=GCON_Maintenance> costs for all trade-based city improvements
($LINK<Harbors=BLDG_Harbor>, $LINK<Marketplaces=BLDG_Marketplace>, $LINK<Banks=BLDG_Bank>, $LINK<Airports=BLDG_Airport>,
$LINK<Commerical Dock=BLDG_Commercial_Dock> and $LINK<Stock Exchanges=BLDG_Stock_Exchange>).
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Commercial and Seafaring civilizations.
#DESC_BLDG_Trading_Company
^
^
^Adam Smith is generally regarded as the father of modern economics. In his book "The Wealth of Nations", he analyzed the economic processes of 
supply and demand, and discussed how free trade and individual ambition would lead to both economic and social growth. Smith favored a political 
environment where the government would only become involved in business and trade to preserve justice and order. Smith's ideas of economics and 
the lack of government involvement form the basis of modern economic liberalism.





#BLDG_Universal_Suffrage
^
^
^Reduces $LINK<war weariness=GCON_War_Weariness> in all cities.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Agricultural civilizations.
#DESC_BLDG_Universal_Suffrage
^
^
^After decades of struggle, women in the United States won the right to vote in 1920 with the passage of the 19th Amendment to the U.S. 
Constitution. The achievement of women's suffrage was accelerated by the excellent record of women working in jobs traditionally held by men 
during World War I. Full voting rights were granted to women in Great Britain in 1928. Since that time, women have gained the right to vote in most 
countries in the developed world.





#BLDG_Hoover_Dam
^
^
^Brings the effects of a $LINK<hydro plant=BLDG_Hydro_Plant> to all cities on the same continent.
^
^
^To build the Hoover Dam a city must have a river within its $LINK<radius=GCON_Radius>.
^
^
^This Great Wonder can become a $LINK<tourist attraction=GCON_Tourist_Attraction>.
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Industrious and Agricultural civilizations.
#DESC_BLDG_Hoover_Dam
^
^
^For centuries, mankind has been harnessing the power of rivers to move waterwheels for various purposes. With the advent of electrical power, it 
was found the rivers were also very useful for generating electricity. Hydroelectric power plants derive power from rivers by constructing dams to 
ensure a dependable supply of water. The overflow is then released through special chambers where the moving water turns giant turbines, 
generating electricity. When planned and engineered properly, this system provides an excellent power source with very limited environmental 
impact. The Hoover Dam, constructed on the Colorado River near Las Vegas, was one of the earliest hydroelectric power plants.





#BLDG_Manhattan_Project
^
^
^Allows the construction of nuclear weapons by {all} civilizations.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Militaristic or Industrious civilizations.
#DESC_BLDG_Manhattan_Project
^
^
^The Manhattan Project was the code name for an intensive and costly research effort during World
War II that resulted in the development of atomic weapons. The first two such weapons, the bombs
dropped on Nagasaki and Hiroshima in 1945, brought an end to the Second World War. For a short
time, the United States held a monopoly on atomic weapons. However, by 1949 the Soviet Union had
also developed similar technology, based in part on Manhattan Project information obtained through
espionage. The nuclear standoff that has resulted from this balance of power may be largely
responsible for the absence of major wars since World War II.


#BLDG_Cure_for_Cancer
^
^
^During WW1, the French recieved a great deal of African troops from its overwhelming possessions there. France possesed over a third 
of Africa so they were able to send many reinforcements to the western front to aid the French Army. Troops from Senegal, and oher parts of 
west africa served as combat units on the western front.

#BLDG_Longevity
^
^
^This is the French Reinforcement building.

#BLDG_Theory_of_Evolution
^
^
^Grants two Civilization Advances as soon as completed.
^
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
#DESC_BLDG_Theory_of_Evolution
^
^
^Charles Darwin, the main proponent of the theory of evolution based on natural selection, built up much of his evidence for this theory during a 
five-year voyage around the world. His voyage aboard the H.M.S. Beagle was instrumental not only in the establishment of his theory, but also 
in the application of the scientific method to the study of nature. Darwin published his theory of evolution in his book "On the Origin of Species by Means 
of Natural Selection". His studies were so thorough that the scientific world never challenged his findings. However, his findings were, and continue to be, 
challenged on philosophical and religious grounds. Darwin's research opened many new lines of inquiry, and inspired a wave of new biological research.



#BLDG_United_Nations
^
^
^The League of Nations was set up after WW1 ended to try to maintain peace. Though it did not suceed in the end, It did set the basis for its sucessor: the United Nations. 
If a nation buildins the League of nations, then a Diplomatic victory is possible which can end the conflict.



#BLDG_SETI_Program
^
^
^This is the British reinforcement Building


#BLDG_Internet
^
^
^The American entry into WW1 was a major event in the war. Occuring in 1917 after 2 actions by germany: the merchant ship 
sinkings and the Zimmerman note, the USA entered the war on the side of the allies. This entry gave the allies a force that would come over 
slowly but surely and be able to give the allies the strength needed to win the war.




#BLDG_Artemis
^
^
^This is the First Reinforcement Building for the American Forces



#BLDG_Zeus
^
^
^This is a second reinforcement building for the American Forces.

#BLDG_Mausoleum
^
^
^Russia throughought its history has had a reputation for one thing: Numbers. The Russian military has always been 
very able to quickly replenish its losses in war and has managed to equip them. Although Russian troops werent neccesarily 
good troops, they could overwhelm positions with numbers.



#BLDG_Knights_Templar
^
^
^This is the Russian Reinforcement Building.


#BLDG_Theory_of_Relativity
^
^
^
^May trigger $LINK<Golden Age=GCON_Golden_Age> for Scientific civilizations.
^
^
^
^
#DESC_BLDG_Theory_of_Relativity


#BLDG_Ford_Factory
^
^
^
^This wonder boosts productivity (4) and creates two (2) happy faces in each city.
^
^
^
^
#DESC_BLDG_Ford_Factory


#BLDG_Land_Destroyers
^
^
^
^This wonder autoproduces a proto-type 'land destroyer, also known as a tank, the first of its kind ever made.
^
^It's available only after the Advanced Weapons tech is discovered.
^
^
#DESC_BLDG_Land_Destroyers


#BLDG_Chemical_Warfare
^
^
^
^This wonder autoproduces a Chlorine Gas Shell in the city in which it's built.
^
^It's available only after the Advanced Weapons tech is discovered.
^
^
#DESC_BLDG_Chemical_Warfare


#BLDG_Incendiary_Warfare
^
^
^
^This wonder autoproduces a Flamethrower unit in the city in which it's built.
^
^It's available only after the Advanced Weapons tech is discovered.
^
^
#DESC_BLDG_Incendiary_Warfare


#BLDG_Wright_Brothers
^
^
^
^This wonder autoproduces a Wright Flyer every 20 turns in the city in which it's built.
^
^It's available only after the Theory of Flight tech is discovered and it doubles research output as a result.
^
^
#DESC_BLDG_Wright_Brothers


#BLDG_French_Indochina
^
^
^
^This wonder autoproduces a French Legionary every 15 turns in the city in which it's built.
^
^It's preplaced in Saigon.
^
^
#DESC_BLDG_French_Indochina


#BLDG_Jäger-Akademie
^
^
^
^This wonder autoproduces a Prussian Rifleman every 15 turns in the city in which it's built.
^
^It's preplaced in Berlin.
^
^
#DESC_BLDG_Jäger-Akademie


#BLDG_Meiji_Academy
^
^
^
^This wonder autoproduces a Meiji Rifleman every 15 turns in the city in which it's built.
^
^It's preplaced in Tokyo.
^
^
#DESC_BLDG_Meiji_Academy


#BLDG_British_South_Africa
^
^
^
^This wonder autoproduces a British Colonial Rifleman every 15 turns in the city in which it's built.
^
^It's preplaced in Johannesburg.
^
^
#DESC_BLDG_British_South_Africa

#BLDG_British_India
^
^
^
^This wonder autoproduces a British Indian Rifleman every 15 turns in the city in which it's built.
^
^It's preplaced in Delhi.
^
^
#DESC_BLDG_British_India


#BLDG_US_Marine_Corps
^
^
^
^This wonder autoproduces an American Marine every 15 turns in the city in which it's built.
^
^It's preplaced in Manila.
^
^
#DESC_BLDG_US_Marine_Corps


#BLDG_French_Senegal
^
^
^
^This wonder autoproduces a French Senegal Rifleman every 20 turns in the city in which it's built.
^
^It's preplaced in Dakar.
^
^
#DESC_BLDG_French_Senegal


#BLDG_Bersaglieri
^
^
^
^This wonder autoproduces an Italian Infantry unit every 20 turns in the city in which it's built.
^
^It's preplaced in Milan.
^
^
#DESC_BLDG_Bersaglieri


#BLDG_De_Schutter
^
^
^
^This wonder autoproduces an Belgian Rifleman unit every 20 turns in the city in which it's built.
^
^It's preplaced in Brussels.
^
^
#DESC_BLDG_De_Schutter

; END GREAT WONDERS _________________________________________________________________________ END GREAT WONDERS 























; SMALL WONDERS______________________________________________________________________________SMALL WONDERS

#BLDG_Epic
^
^
^Increases the chances of the appearance of $LINK<leaders=GCON_Leaders> from victorious combat.
^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies>.
#DESC_BLDG_Epic
^
^
^The Epic of Gilgamesh documents the adventures of this Middle Eastern hero. Of special interest to biblical scholars, the document was found 
among the ruins of Nineveh. More than 3000 lines, scribed across 12 tablets, this tale was written around 2000 BC. Gilgamesh was a king of Uruk, 
which now lies within the borders of Iraq.


#BLDG_Great_Ironworks
^
^
^The German Factories in the Ruhr were known for being very productive and powerful factories. The immense production the region 
produced allowed germany to equip their troops with factory-made weapons much quicker than their enemies.


#BLDG_Forbidden_Palace
^
^
Gives the benefits of a second $LINK<Palace=BLDG_Palace> located in the city that builds it. Cumulative with $LINK<Secret Police HQ=BLDG_Secret_Police_HQ>.
^{Requires:} The civilization must have at least ten cities (on a standard size map) under its control.
#DESC_BLDG_Forbidden_Palace
^
^
^A collection of imperial structures in Beijing, the Forbidden Palace stands as a testament to the Chinese architectural ingenuity and aesthetic. Ornamental gardens, 
terraces and fountains surround the magnificent structure, which became the capital of China in 1421.


#BLDG_Military_Academy
^
^
The city with the [Military Academy] can build $LINK<armies=GCON_Armies> without the benefit of a $LINK<leader=GCON_Leaders>.  Armies from this civilization are more effective in combat.
^
^{Requires:} The civilization must have had a victorious $LINK<army=GCON_Armies>.
#DESC_BLDG_Military_Academy
^
^
^Methods of passing down the tactics and arts of war from generation to generation vary based on culture and era. The United States solution, which 
up to that point relied on foreign instructors, lay in creating the United States Military Academy, located at West Point, New York. Established on 
the site of a 18th century fortress in 1802, West Point went on to craft most of the nation’s military leaders. Cadets are selected for training via a 
diverse number of methods, including competitive and non-competitive methods. Graduates earn the commission as Second Lieutenants and receive 
a Bachelor of Science degree. One paramount function of this institution is to stay current in the practice of warfare, typically by having officers from 
previous conflicts become instructors.


#BLDG_Pentagon
^
^
[The Pentagon] increases the unit capacity of all the civilization's armies from three to four.
^{Requires:} The civilization must have at least three $LINK<armies=GCON_Armies> in the field.
#DESC_BLDG_Pentagon
^
^
^The Pentagon is the largest office building in existence. The structure was completed on January 15, 1943, during the height of the Second World War, after a crash building effort of only 
16 months. The 83 million dollar facility covers more than six million square feet, roughly three times that of the Chicago’s Sears Tower (the second largest office building). Originally a US Army facility,
it soon became the nerve center for all military branches of the United States.


#BLDG_Wall_Street
^
^
The $LINK<treasury=GCON_Treasury> begins earning 5% interest every turn with a maximum cap of 50 gold per turn.
^{Requires:} The civilization must have at least five Stock Exchanges in cities it controls.
#DESC_BLDG_Wall_Street
^
^
^The location of the New York Stock Exchange, Wall Street has become the epitome of the modern financial district. A narrow street running from 
Broadway to the East River, it houses some of the world's most prestigious and powerful banks and commodity exchanges. In 1653 Dutch colonists 
erected a barricade along this route to ward off the British and unfriendly natives. 


#BLDG_Apollo_Project
^
^
Completion of the [Apollo Program] enables the civilization to begin construction of the Alpha Centauri $LINK<Spaceship=GCON_Spaceship>.
#DESC_BLDG_Apollo_Project
^
^
^During WWI, The British Empire recieved many forces from its colonial possesions. Notable reinforcements were the 
British Regulars from India who fought not only on the western Front, but also against the Turks and in Africa.


#BLDG_SDI
^
^
^Throughout WW1, The british Empire recieved reinforcements from its allies overseas. Notably this includes having 
the ANZAC (Australian and New Zealand army Corps) and Canadian forces to go to European battlefields. The allies of 
Britain proved to be of high value at Gallipoli and Passchendaele.


#BLDG_Intelligence_Center
^
^
^The intelligence agency allows the player to undertake $LINK<Espionage missions=GCON_Espionage>.
#DESC_BLDG_Intelligence_Center
^
^
^The benefits of using spies and espionage in military matters were identified early in mankind’s history. Both the pharaohs of Egypt and Caesars of 
Rome setup embassies in neighboring nations in order to monitor the expansion and movement of military forces. As technology increased the 
potential scale of warfare, it became critical to know from where and when threats would emerge. This can be seen in the plethora of methods used 
in acquiring information on a not-so-friendly nation. These include high altitude reconnaissance photography, actual battlefield observation, and 
covert missions. All this information usually focuses at the Intelligence Center, which collates and analyzes this valuable data from their diverse and 
remote sources. 


#BLDG_Battlefield_Medicine
^
^
Allows military units to heal in enemy territory.
^{Requires:} The civilization must have at least five hospitals in cities it controls.
#DESC_BLDG_Battlefield_Medicine
^
^
^While fundamentally in conflict with the destructive goals of war, physicians must still proffer aid to those in need. The practice of repairing the 
personal damage of war, sometimes actually during the fight itself, has a number of benefits beyond the obvious. A paramount one is that of morale, 
since the soldiers of an army that contains surgeons are assured care if they fall in battle.

#BLDG_Secret_Police_HQ
^
^
^Gives the benefits of a second $LINK<Palace=BLDG_Palace> in the city that builds it. Cumulative with $LINK<Forbidden Palace=BLDG_Forbidden_Palace>.
^{Requires:} Only civilizations under Communist government can build the Secret Police HQ.
#DESC_BLDG_Secret_Police_HQ
^
^
^Totalitarian governments virtually always rely heavily on secret police forces to enforce ideological and political reliability in the populations they govern. Secret police headquarters are often innocuous and bland, and usually contain not just offices and meeting rooms but interrogation and torture facilities, prison cells, execution chambers, and so forth. The Soviet KGB's headquarters was made in the Lubyanka, a tsarist-era office building located over an underground prison complex. 
Across the street from the Lubyanka was a toy store for children, to take away from the sinister image projected by the building.


#BLDG_Naval_Academy
^
^
^Cities with a [Naval Academy] produce $LINK<veteran=GCON_Experience> naval units instead of regulars.
^
^
^
^
^
#DESC_BLDG_Naval_Academy

#BLDG_Colonial_Capitol
^
^This small wonder autoproduces a Colonizer unit every 15 turns in the city in which it is built.
^
^It also reduces corruption in the city in which it is built.
^
#DESC_Colonial_Capitol


#BLDG_Colonial_Administration
^
^This small wonder autoproduces a Settler unit every 20 turns in the city in which it is built.
^
^
#DESC_Colonial_Administration


#BLDG_Brewery
^
^This small wonder increases happiness (3) and production (1) in the city in which it is built.
It requires both the Glass and Hops resources as well as a Bottling Plant in order to be built. 
^
^
#DESC_Brewery


; END WONDERS ____________________________________________________________________________________ END WONDERS






















; ADVANCES_______________________________________________________________________________________ ADVANCES


#TECH_Bronze_Working
^
^
^Rifles were invented during the latter part of the 19th century and were a great leap forward in technology. The Rifle allowed the gunpowder 
to be inside the gun itself, allowing the firing rates for formations using the rifles to jump considerably from the Musket's rate of fire. 
Rifles were essentialy the beginning of the weapons that would follow its path.



#TECH_Masonry
^
^
^Basic Machine Guns came towards the end of the American Civil war in the form of the Gatling gun. These guns also saw limited use during the Franco-Prussian 
war of 1870-71. In that war, these guns were french weapons used as artillery initially which had little effect on the Prussians. However, when they 
were used as close support weapons they proved to be incredibly effective for defense. Although Prussia won the war easily, the Gun's performance prompted 
nations to do more research on such weapons.


#TECH_Alphabet
^
^
^Industrialization involves the use of machines to dramatically increase productivity. Production of goods became concentrated in factories, 
where the combination of specialization of labor and automation reduced labor costs and, ultimately, the cost of the final manufactured 
product to the consumers.  Industrialization revolutionized living standards, both positively and negatively. The rapid growth of production 
industries and the reduced cost of production have led to the prosperity of some of the richest families in history. Industrialization has also led 
to the creation of a blue-collar working class. In newly industrialized nations, these workers, skilled only in their chosen trade, were often 
underpaid and forced to endure abominable working conditions.



#TECH_Pottery
^
^
^Mobilization efforts were used in order to get armies ready for war.The goal was to call up reserves to active duty and to prepare the main army to march them 
to the borders to prepare for battle. It also prepares industries to begin producing weapons instead of the typical consumer goods 
to fund the war. Mobilization was an effective method, but it was highly aggressive to mobilize for war and may casue some diplomatic problems.



#TECH_The_Wheel
^
^
^The Sail ships of the 18th centuries became extinct when the arrival of the armored warship using Steam power arrived. Becasue of the new power 
of the engines, Warships began adding armor to make it far more dangerous and less vunerable in battle. It was the first step towards Dreadknoughts 
and the Cruisers of the early 20th Century.


#TECH_Warrior_Code
^
^
^The invention of armored warships made the cannons of sail ships completely useless against the new ships. This prompted creation of new cannons that were 
more effective at destroying enemy hulls or at least severly damaging them. This invention was the beginning of the path towards the age 
of armored warships.



#TECH_Ceremonial_Burial
^
^
^The industrial revolution allowed factories to be able to churn out bigger ships quicker. Transport boats were reformed and became far more effective 
at carrying heavy goods or large amounts of people to destinations. They were also generally improved for war purposes as more equipment could now be 
shipped overseas to aid in the war effort.


#TECH_Iron_Working
^
^
^The gunpowder of the centuries before the 20th when shot created a large amount of smoke after being shot. The invention of smokeless gunpowder removed this nuisance and 
added several new elements to combat. For one, soldiers now could shoot and not be immediately noticed by their enemies because of the smoke, allowing "sniping" to become a 
reality. Also, it also led to the need for soldiers to begin using camoflage uniforms...


#TECH_Writing
^
^
^The assembly line was an invention of the industrial age. It allowed complex equipment and tools to be assembled peice-by-piece in a highly efficient manner. This made production 
of these goods extremely quick, and allwed for large booms of industry and production with the new methods.


#TECH_Mysticism
^
^
^Becasue cannons were beginning to get heavier and stronger, ship armor also had to get stronger. The need to construct armored warships became neccesary for the fleets that began 
to appear at the turn of the century. Armored battleships equipped with cannons that would devastate ships brought about the construction of larger and stronger methods of creating 
hulls for ships. This is absolutey nessecary for production of a modern battle fleet.


#TECH_Mathematics
^
^
^With the assembly line created, complex equipment could now be produced at very high speeds. The production of guns and other weapons of war was one of the first of the "complex pieces of equipment" 
to be produced by the new methods. The develpment of these methods also allowed even more complex weapons to be produced. Soon, these weapons would be tested in the field in small wars, before 
they entered into the battlefields of europe.


#TECH_Philosophy
^
^
^The idea of Flight had been in mind for centuries, but after the Wright brothers used the first "lighter than air" aircraft, the world was heading towards a new age. One of the things 
that was absolutely neccesary was to get Aerodymanics of planes correct so that they could be more widely produced for roles in warfare. This is the beginnings of 
the planes that would fight in WWI.


#TECH_Code_of_Laws
^
^
^Airplanes needed engines, especially engines that could run in the air effectively. After the first flight, tests began running to determine what exactly would be needed for a capable mass 
produced aircraft. The required materials would be found, and gave rise to Observation aircraft and the begininngs of Aircraft use in war.


#TECH_Literature
^
^
^Although steam power was effective, it was not powerful enough to be used as propulsion for very large vessels and to have them travel at decent speeds. The idea of using petroleum as fuel for these ships 
was the result, and the first oil burning dreadnoughts were created prior to WWI. This new propulsjon allowed the massive ships known as dreadnoughts to move at acceptable speeds while holding its enormous amounts 
of cannons and guns to it. Oil power would be absolutely neccesary for the rest of the century, and still is today.


#TECH_Map_Making
^
^
^In preparation for large-scale warfare, nations thought up methods on which it could conserve its resources. One of these methods was the use of rationing. This was to have citizens be allowed only a 
certain amount of certain products each day or other such time periods. The use of rationing allwed food to be freed up for army units serving in a war. These methods would be highly useful and essential for
both WWI and WWII.


#TECH_Horseback_Riding
^
^
^The rise of strong, armored warships carrying large guns for naval combat and Land bombardment truly bgan at the end of the 19th century with the Pre-dreadnought. These ships were very slow, but carried massive 
guns that allowed it to decimate nearly everything in its path. Its slow speed however, severely limited its abilities once oil-burning ships became more common, and it merely became an obsolete-but still dangerous-warship 
by the time of the First World War.


#TECH_Polytheism
^
^
^With the enormous monster that was the Pre-dreadnought, these was a need for a ship that could move at a good speed, as well as having decent firepower capabilities to engage enemy ships. These ships were 
called "cruisers", and they began to become a ship of importance. They were usually used as heavier ships escorting the large battleships or were on raiding missions against ligher enemy ships. The cruiser was one of the 
best ships at sea, but they were no match for the guns of a pre-dreadnought.



#TECH_Currency
^
^
^With High-powered weapons came a need to have effective defensive tactics with such weapons. Thus the doctrine of "Static Defense" was created. This strategy called for a frontline to be held at all costs by 
infantry in good positions, possibly trenches while machine guns would provide a large part of the firepower of the defense. Quick firing artillery would also provide support to the defenses. Though knowledge 
of these tactics was common, its effectiveness was doubted. That thought would be the death of 9 Million soldiers.


#TECH_The_Republic
^
^
^The beginninfs of aircraft was in the begging of the 20th century. The use of these aircraft at first would be regulated to observation and scouting, but it later became the most 
essential wing of the armoed forces later in the century. Combining the needed techniques of Engines and Aerodynamics, the Armoes of europe had found the solution to 
how they would be able to use aircraft in large numbers.


#TECH_Monarchy
^
^
^With the idea of cruisers created, the first cruisers were created. These cruisers were heavily armored ships, much like the Pre-dreadnoughts but they did not have that amount of firepower to attack enemy ships. 
These ships were still very usefull because they could move at decent speeds while escorting the Pre-dreadnoughts to their targets of attack. These ships were 
widely used throughout WWI, and their effectiveness was blunted however due to therise of ships with even larger guns than the Pre-Dreadnought.


#TECH_Construction
^
^
^The Breech loading rifle was an innovation, but the Bolt-Action magazine rifles were a much more dangerous innovation. These rifles had an inserted magazine fed into the rifle, usually 5 bullets in each magazine. With 
this ability, soldiers for the first time could fire several shots before reloading. The fact of the bolt action rifle also made the rate of fire of intantry units increase significantly. With the innovation of the Bolt-Action rifle, 
the armies of europe had recieved yet another weapon of war thats effectiveness against attackers was doubted until the true field testing in WWI.


#TECH_Monotheism
^
^
^


#TECH_Feudalism
^
^
^


#TECH_Engineering
^
^
^


#TECH_Theology
^
^
^


#TECH_Chivalry
^
^
^


#TECH_Invention
^
^
^


#TECH_Printing_Press
^
^
^

#TECH_Music_Theory
^
^
^


#TECH_Education
^
^
^


#TECH_Gunpowder
^
^
^


#TECH_Banking
^
^
^


#TECH_Astronomy
^
^
^


#TECH_Chemistry
^
^
^


#TECH_Democracy
^
^
^


#TECH_Economics
^
^
^


#TECH_Navigation
^
^
^


#TECH_Physics
^
^
^


#TECH_Metallurgy
^
^
^

#TECH_Free_Artistry
^
^
^


#TECH_Theory_of_Gravity
^
^
^


#TECH_Magnetism
^
^
^


#TECH_Military_Tradition
^
^
^


#TECH_Nationalism
^
^
^


#TECH_Steam_Power
^
^
^


#TECH_Medicine
^
^
^


#TECH_Communism
^
^
^

#TECH_Industrialization
^
^
^


#TECH_Electricity
^
^
^


#TECH_Scientific_Method
^
^
^


#TECH_Sanitation
^
^
^



#TECH_Espionage
^
^
^


#TECH_The_Corporation
^
^
^


#TECH_Refining
^
^
^


#TECH_Steel
^
^
^


#TECH_Atomic_Theory
^
^
^


#TECH_Combustion
^
^
^


#TECH_Mass_Production
^
^
^


#TECH_Replaceable_Parts
^
^
^

#TECH_Flight
^
^
^



#TECH_Amphibious_Warfare
^
^
^


#TECH_Electronics
^
^
^


#TECH_Motorized_Transportation
^
^
^


#TECH_Advanced_Flight
^
^
^WWI was the most massive war the world had yet seen, and the carnage of the war changed the world in countless ways. the bloodbath cause mainly by new technology against outdated tactics created a large wish to 
create tactics that would not have another war end up like the bloody stalemate of the Western Front. Innovations in Aircraft began, and the Aircraft carrier was created shortly after the war ended. Also created was 
the ill-fated League of Nations, the embryo form of the modern day United Nations. In every part of the world, and in every nation of the world, The First World War changed the world's course 
completely, and paved the way for the beginning of the most violent century in human history.


#TECH_Radio
^
^
^
^

#TECH_Rocketry
^
^
^


#TECH_Fission
^
^
^


#TECH_Computers
^
^
^


#TECH_Recycling
^
^
^


#TECH_Space_Flight
^
^
^


#TECH_Nuclear_Power
^
^
^


#TECH_Superconductor
^
^
^


#TECH_Miniaturization
^
^
^


#TECH_Ecology
^
^
^

#TECH_Synthetic_Fibers
^
^
^


#TECH_Satellites
^
^
^ 


#TECH_The_Laser
^
^
^


#TECH_Genetics
^
^
^


#TECH_Stealth
^
^
^


#TECH_Smart_Weapons
^
^
^


#TECH_Robotics
^
^
^

#TECH_Integrated_Defense
^
^
^


#TECH_Ironclads
^
^
^


#DESC_TECH_Fascism
^
^
^


#DESC_TECH_Colonialism
^
^
^


#DESC_TECH_Imperialism
^
^
^


#DESC_TECH_Pre-Dreadnought
^
^
^


#DESC_TECH_Machine_Gun_Tactics
^
^
^


#DESC_TECH_Armoured_Cruisers
^
^
^


#DESC_TECH_Dreadnoughts
^
^
^


#DESC_TECH_Battlecruisers
^
^
^


#DESC_TECH_Theory_of_Flight
^
^
^


#DESC_TECH_Dirigibles
^
^
^


#DESC_TECH_Early_Flight
^
^
^


#DESC_TECH_Submarines
^
^
^


#DESC_TECH_Advanced_Weaponry
^
^
^


#DESC_TECH_Adv_Artillery_Tactics
^
^
^


#DESC_TECH_Adv_Mining_Techniques
^
^
^


#DESC_TECH_Agricultural_Refining
^
^
^


#DESC_TECH_Oceanic_Cultivation
^
^
^


#DESC_TECH_Sonar
^
^
^


#DESC_TECH_Refrigeration
^
^
^


; END ADVANCES____________________________________________________________________________________ END ADVANCES


















; RESOURCES_______________________________________________________________________________________________RESOURCES


; _____________________________________________Strategic Resources___________________________________________


#GOOD_Horses
^
^
^



#GOOD_Iron
^
^
^



#GOOD_Saltpeter
^
^
^



#GOOD_Coal
^
^
^



#GOOD_Oil
^
^
^



#GOOD_Rubber
^
^
^



#GOOD_Aluminum
^
^
^



#GOOD_Uranium
^
^
^






; ___________________________________________Luxury Resources____________________________________________

#GOOD_Wine
^
^
^[Wine] is a $LINK<luxury resource=GCON_ResourcesL> that makes content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Wine is always visible on the map and can be found in
$LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, and $LINK<hills=TERR_Hills>
#DESC_GOOD_Wine
^
^
^Wine, a beverage made from fermented grapes, was first produced as early as 6000 BC. Its use spread throughout the Middle 
East and Egypt, and it quickly became a popular beverage of the ancient world. The grapes used for the making of wine are 
grown in many different regions of the world. Most vineyards are located in hills and valleys of temperate regions. Wine making 
as an industry has been perfected over several centuries. Many regions such as the Rhine and Loire valleys of Europe are well 
known for their fine wines, and derive a significant portion of their economy from wine making.



#GOOD_Furs
^
^
^[Furs] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Furs are always visible on the map and can be found in $LINK<tundra=TERR_Tundra> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Furs
^
^
^Throughout history, animal furs have been valuable commodities for trade and sale. Many different 
types of animals including minks, rabbits, and beavers have been captured by trappers for the 
purpose of obtaining their pelts for use in the making of clothing and other items. The 
exploration and colonization of the New World caused the fur industry to boom by making a 
variety of furs readily available. By the late 1800s, farms were set up specifically to raise 
animals for the fur industry. Starting in the 1970s, environmentalists and animal rights groups 
have lobbied to change public opinion concerning the harvesting and sale of furs. Despite these 
vocal groups, the fur industry remains profitable, if not as wide spread, in the world today.



#GOOD_Dye
^
^
^[Dyes] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to them by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Dyes are always visible on map and can be found in $LINK<jungles=TERR_Jungle> and $LINK<forests=TERR_Forest>.
#DESC_GOOD_Dye
^
^
^Dyeing is the process of applying colors to fabrics. A human practice for over three thousand years, it enabled the natural white 
color of silk, wool and cotton to be enhanced with a varied spectrum of color. Natural dyes are created from a myriad of 
sources, including shells, animals and plants, though these were not always permanent and frequently expensive. Modern dyes 
are based around artificial or processed substances such as coal and other chemicals. One benefit for a nation with an extensive 
dye industry is that the processes involved in creating dye can be easily retooled to other purposes. Germany discovered this in 
World War I when it was determined that factories producing artificial dye could be easily modified to create explosives and 
other tools of war.



#GOOD_Incense
^
^
^[Incense] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Incense is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<deserts=TERR_Desert>.
#DESC_GOOD_Incense
^
^
^A potent luxury today as well as throughout history, this dried perfume produces a potent and wide variety of odors when 
burned. Flowers, tree bark, wood, and resin all can create a specific smell that mankind has incorporated into many facets of 
their daily lives. One use of incense is with a ‘Censer’, which was an ornately decorated bowl. The ancient Egyptians used such
a device in many of their religious ceremonies. Two of the three gifts brought by the Three Wise Men to the birth of Christ were 
myrrh and frankincense, both types of incense. Today incense is used for the pleasing aromas they give off and for ceremonies 
in many Christian churches.



#GOOD_Spice
^
^
^[Spice] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Spice is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Spice
^
^
^Certain types of plants have evolved in such a way that they produce mild toxins or repellents that make their odor or flavor 
distasteful to animals. Oddly enough, humans because of these smells and tastes sought out many of these plants. Merchants 
in the Middle East began a profitable spice trade before 2000 BC. Spices are used now, as they were in the ancient world, to 
preserve food and enhance its flavor. Although spices are now commercially cultivated and prepared, most types can still be 
found in abundance in nature. Many of the most popular spices, such as cloves and nutmeg, are extracted from plants that grow 
in tropical or swampy regions of the world.



#GOOD_Ivory
^
^
^[Ivory] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Ivory is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Ivory
^
^
^Ivory, the hard substance of which elephant tusks are composed, is highly sought for the carving of ornamental objects. Most 
ivory is obtained from the tusks of African elephants, but other sources include the tusks of walruses and the fossilized tusks of 
prehistoric elephants and mammoths found in the northern glacial regions of the world. Although importation of ivory has been 
banned in many countries due to the fact that many of the species from which it is obtained are now endangered, the ivory trade 
was once a widespread and profitable venture.



#GOOD_Silk
^
^
^[Silk] is a $LINK<luxury resource=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Silk is always visible on the map and can be found in $LINK<forests=TERR_Forest> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Silk
^
^
^Silk has been a valuable commodity for textiles since its properties were discovered in the 27th century BC. Silk is obtained from 
the cocoon of the silkworm moth, which was originally native to the forests of China. The fine fibers of the cocoon are woven into 
cloth, which is used to make all types of clothing. Raw silk was obtained only from Asia until 550 AD, when two monks sent 
from the Roman Empire secretly stole silkworm eggs from China and brought them to Europe. Eventually, silkworms were found 
in many areas throughout the world. Less expensive synthetic fibers of the 20th century led to a decline in the silk market, but silk 
is still very popular in many types of clothing and other goods.



#GOOD_Diamonds
^
^
^[Gems] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Gems are always visible on the map and can be found in $LINK<mountains=TERR_Mountains> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Diamonds
^
^
^Royalty in Asia have worn diamond jewelry for thousands of years, but this versatile substance has many uses. The hardest 
material known to man (natural or synthetic), diamonds are created over millions of years. After natural flora dies and is covered 
by earth, it is turned into carbon over the centuries. Diamonds are pure carbon, but in the form of a mineral. There is no shortage 
of uses for such a resilient substance, including wartime applications like manufacturing, cutting and drilling. World War II found 
the Allies in strong position because of these benefits, since the British colony of South Africa produced over half the world’s 
supply.


#GOOD_Livestock
^
^
^[Livestock] are $LINK<luxury resources=GCON_ResourcesL> that make content people happy in cities that are
$LINK<connected=GCON_Trade> to it by domestic or foreign $LINK<trade routes=GCON_Trade>.
^
^Livestock are always visible on the map and can be found in $LINK<mountains=TERR_Grassland> and $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Livestock


#GOOD_Wheat
^
^
^[Wheat] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Wheat is always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland>, $LINK<plains=TERR_Plains>, and 
$LINK<floodplains=TERR_Flood_Plain>.
#DESC_GOOD_Wheat
^
^
^Wheat has been a staple crop for civilizations occupying temperate zones of the planet since pre-historic times. There is 
archeological evidence that bread wheat was cultivated in southern Turkestan as early as 6000 BC, though naturally occurring 
wheat was probably used for food purposes much earlier. Throughout the temperate zones, wheat has become the primary food 
crop. It is particularly well suited for growth in vast, open plains like those found in the central United States.


#GOOD_Gold
^
^
^[Gold] is a $LINK<bonus resource=GCON_ResourcesB> that significantly enhances city production of commerce (gold). To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Gold is always visible in explored areas of the map and can be found in $LINK<mountains=TERR_Mountains> and
$LINK<hills=TERR_Hills>.
#DESC_GOOD_Gold
^
^
^Gold has always been one of the most highly valued metals in the world. It is used in the manufacture of everything from jewelry 
to electronics, and has been established as the basis for monetary systems worldwide. The factor that makes gold valuable is its 
rarity. Although gold can be found in many different areas, the most valuable deposits are large veins of gold ore running through 
mountains. When a large deposit is found, mining the deposit greatly boosts the economy in settlements and cities near the mine. 
Historical examples of this phenomenon are the many towns that grew and prospered over a relatively short time during the 
California gold rush in America during the 1800s.


#GOOD_Bananas
^
^
^[Tropical Fruit] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Tropical Fruit is always visible in explored areas of the map and can be found only in $LINK<jungles=TERR_Jungle>.
#DESC_GOOD_Bananas
^
^
^This resource represents any of a myriad number of tropical fruits that include pomegranates, pineapples, mangoes,
mangosteens, carambolas (star fruit), bananas, papayas, avocados, breadfruits, coffee, guavas, lychees, moyas,
passion fruits, rambutans, tamarinds, durians, cikus, jackfruits, watermelons, and pomeloes. Jungles provide
many food resources to native populations, and these exotic fruits are in high demand for variety throughout
the rest of the world.


#GOOD_Tobacco
^
^
^[Tobacco] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Tobacco is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<grassland=TERR_Grassland>.
#DESC_GOOD_Tobacco
^
^
^Many, many moons before the first modern Europeans began populating the shores of the 'New World' tobacco smoke carried prayers of the
early Native Americans skyward to their Creator. It was not long after the Europeans landed, however, that they, too, began enjoying
the intoxicating effects of tobacco. By the 16th century the Portuguese were planting limited quantities of it at small farms near their
trading posts. Today the tobacco industry, though much maligned, is a multi-billion dollar a year business, and reaches around the world.




#GOOD_Sugar
^
^
^[Sugar] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Sugar is always visible on the map and can be found in $LINK<hills=TERR_Hills> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Sugar
^
^
^Long has man had a 'sweet tooth', and long has sugar been used to satisfy it. Natural honey was doubtless the first type of sweet
food enjoyed by ancient man, although a few bee stings had to be endured. Using the Sugar Cane plant to extract sweet juices probably
originated in New Guinea. Its cultivation spread westward along trade routes, to southeast Asia, India, and eventually the Middle
East and Europe. The actual process used to press the cane plant to extract its juices, and boiling the juice down to crystals, was
evidently first done in India about 500 BC. Today sugar cane is an important staple crop in a number of countries, and its ultimate
byproduct is enjoyed by countless people worldwide on a daily basis.



#GOOD_Silver
^
^
^



#GOOD_Coffee
^
^
^


#GOOD_African_Game
^
^
^



#GOOD_Lumber
^
^
^



#GOOD_Tin
^
^
^



#GOOD_Hops
^
^
^



#GOOD_Steel
^
^
^



#GOOD_Seals
^
^
^



#GOOD_Pearls
^
^
^



#GOOD_Buffalo
^
^
^



#GOOD_Lamb
^
^
^



#GOOD_Copper
^
^
^



#GOOD_Limestone
^
^
^



#GOOD_Pyraminds
^
^
^



#GOOD_Tea
^
^
^



#GOOD_Olive_Oil
^
^
^



#GOOD_Glass
^
^
^



#GOOD_Citrus_Fruit
^
^
^



#GOOD_Berries
^
^
^



#GOOD_Shrimp
^
^
^



#GOOD_Lobster
^
^
^



#GOOD_Cocoa
^
^
^

; _______________________________________________Bonus Resources_______________________________________________


#GOOD_Whales
^
^
^[Whales] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Whales are always visible on the map; they are found only in $LINK<Sea=TERR_Sea>.
#DESC_GOOD_Whales
^
^
^Whaling, the hunting and killing of whales for oil and other byproducts, was practiced as an organized industry as early as 875 
AD. By the 16th century, it had risen to be the principle industry in the coastal regions of Spain and France. The industry spread 
throughout the world, and became increasingly profitable in terms of trade and resources. Some regions of the world's oceans, 
along the animals' migration routes, had a particularly dense whale population, and became the targets for large concentrations of 
whaling ships, and the industry continued to grow well into the 20th century. The depletion of some whale species to near 
extinction led to the banning of whaling in many countries by 1969, and to a worldwide cessation of whaling as an industry in the 
late 1980s.


#GOOD_Game
^
^
^[Game] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Game is always visible in explored areas of the map and can be found in $LINK<forests=TERR_Forest>, 
$LINK<tundra=TERR_Tundra> and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Game
^
^
^Since ancient times, hunting of game animals has been important both for survival and for sport. Forested areas containing a large 
concentration of deer, elk, and smaller game were very valuable as a source of food for nearby settlements and cities. Though the 
widespread practice of farming domestic animals for food purposes has made hunting for sport much more common than hunting 
for food, certain animals such as geese, ducks, and deer are still frequently hunted and killed for food.



#GOOD_Fish
^
^
^[Fish] is a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Fish are always visible in explored areas of the map and can be found in Coast, Sea and Fresh Water Lake squares and $LINK<marsh=TERR_Marsh>.
#DESC_GOOD_Fish
^
^
^Prevailing winds, ocean currents, and deep-water trenches can often combine to produce conditions that are optimum for fishing. 
In areas such as the Pacific coast of Central and South America, offshore winds push the warm surface waters out to deeper 
waters. Underwater currents push cold, nutrient-rich water from deep below the surface back toward the coast. The high 
concentration of nutrients in this colder water, caused by decomposition of organic matter at extreme depths, creates an ideal 
environment for fish and other sea life. Civilizations with access to areas such as this can significantly increase their food supply 
by establishing a thriving fishing industry.


#GOOD_Cattle
^
^
^[Cattle] are $LINK<bonus resources=GCON_ResourcesB> that enhance city production. To get
the bonus, the resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^Cattle are always visible in explored areas of the map and can be found in $LINK<grassland=TERR_Grassland> and $LINK<plains=TERR_Plains>.
#DESC_GOOD_Cattle
^
^
^Descendants of the buffalo and bison, cattle fulfilled many uses in man’s past and present. Originally wild herds of these beasts 
roamed vast stretches of Asia, Africa and Europe. Their early contributions to mankind were those of labor, goods and food, 
though the horse soon replaced them as the preferred beast of burden. The Romans were the first people to attempt to breed 
cattle to promote specific traits over others. Their ability to survive in arid areas unsuitable for farming became a premier benefit 
of these new breeds. In 1521 Spaniards introduced them to Mexico and the New World, leading to extensive cattle ranching 
throughout Texas and other neighboring regions. Today there are over 100 million head of cattle in the United States alone.


#GOOD_Oasis
^
^
^[Oases] are a $LINK<bonus resource=GCON_ResourcesB> that enhances city production. To get the bonus, the
resource must be inside the city's $LINK<radius=GCON_Radius> and a citizen laborer must work the square. 
^
^An oasis is always visible in explored areas of the map and can be found only in $LINK<desert=TERR_Desert>.
#DESC_GOOD_Oasis
^
^
^An oasis is a fertile place in the desert caused by the presence of water from underground springs or rivers, or
even by manmade wells. Date palms, fig trees, rice, wheat, cotton, vegetables, alfalfa, barley and wheat are all
examples of commonly grown plants in oases. To desert cultures of old, oases were of vital importance as sites
for agriculture, trading and manufacturing, and the cultures that frequented oases often established rigid codes
of conduct regarding them. No one would be allowed to despoil an oasis, and if the unthinkable should happen, the
penalty was often death. Most oases in the Arabian Peninsula became sites for shrines, and this added sanctity
also brought about a further code of conduct, namely no one could shed blood at the oasis where the shrine was
located. This allowed the often-warring tribes of Arabia neutral territory in which to trade or conduct peace
negotiations. The Silk Road was mostly a series of oases across the forbidding territory of central Asia between
China and the Middle East. Mecca, Cairo and Baghdad are examples of cities that originated because of an oasis,
although all of these have grown much larger due to modern influences. In modern times, irrigation has also
created oases, the most notable (and large) being the Imperial Valley in California.



; END RESOURCES ______________________________________________________________________________END RESOURCES
















; TERRAIN ____________________________________________________________________________________TERRAIN

#TERR_Desert
^
^
^Because the desert atmosphere has such low humidity, evaporation of moisture from the ground exceeds precipitation. 
Many deserts are characterized by extremely high daytime temperatures and equally low nighttime temperatures. Only the 
hardiest plants and animals can survive in the harsh desert environment. Despite the perception that deserts are composed of
useless sand, most desert soil is naturally fertile because little water moves through the desert to carry away nutrients. Through 
the use of artificial irrigation, humans have managed to grow crops in desert environments. If this is not done carefully, it can lead 
to irreversible environmental damage when the meager water supply that is tapped for the irrigation process is depleted.



#TERR_Plains
^
^
^Plains are similar to grasslands, except that the topsoil is often not as well suited for growing food. Often, rich deposits 
of minerals are also found in plains regions. The indigenous plants of the plains make them well suited for grazing. Large herds of 
buffalo and other animals can often be found roaming the area. With the proper irrigation, plains can be easily cultivated into 
adequate farmland for the production of grains and the raising of livestock.


#TERR_Grassland_with_Shield
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



#TERR_Grassland
^
^
^These fertile 
regions, covered with various types of vegetation, once occupied large areas of North and South America, Africa, and Eurasia. 
These areas are characterized by marked wet and dry seasons, with annual periods of drought. Although many types of grassland 
are naturally occurring, grasslands can also be created through deforestation of woodland areas. Grasslands are often cultivated 
and used as pastures and grazing lands. Because of the relatively low rainfall in these regions, the topsoil is high in nutrients. 
Grasslands are, therefore, well suited for growing crops, especially grain crops.



#TERR_Tundra
^
^
^In the far-northern regions of the world, and in isolated regions in the Antarctic, there are thousands of miles of barren plains 
known as tundra. These regions have an extremely low average temperature, and a very short summer season. The primary 
characteristic of the tundra is a layer of permanently frozen soil known as permafrost just below the topsoil layer, which prevents 
many plants from taking root and making agriculture all but impossible. Like deserts, the tundra receives little precipitation; 
however, the flat, frozen ground keeps groundwater from draining, forming bogs where various grasses, moss, and other simple 
vegetation can grow. Despite the harsh environment, a wide variety of animal life flourishes in the tundra, providing possible 
sources of food, and providing trade potential for the fur and trapping industry.



#TERR_Flood_Plain
^
^
^Deserts are often very rich in their soil composition; it is only their lack of rainfall that prevents their soil from 
being used. When rivers run through such areas, the periodic flooding usually carries the nutrient rich soil up into the 
floodplains surrounding them, depositing the nutrients and the water into these areas and making them unparalleled in value.
Many great cultures such as those in the Nile river basin or those dependent on the flooding of the Tigris and Euphrates 
rivers have harvested the bounty of these lands, plains which transform lifeless wastelands into lush oases of life.



#TERR_Hills
^
^
^Hilly areas, often covered with rich soil and grasses or heavily forested, are rich in resources. Coal, iron, lead, copper, and even gold 
and silver may be found in these regions, making them profitable areas for the mining industry. In areas where the belowground 
resources are scarce, hill areas are often cultivated for agricultural purposes. Certain crops such as coffee and grapes thrive in 
these regions, given the proper climate.



#TERR_Mountains
^
^
^Mountains are formed when 
the plates making up the Earth's crust impact or slide against one another, raising layers of rock above the surrounding land. 
Mountains can also be formed by volcanic action, or through the effects of erosion. Generally poor agricultural regions, mountains 
are often a source of great mineral wealth, with large deposits of gold and other valuable ores. Aside from their economic value, 
mountains provide a natural defensive barrier, shielding human settlements from invaders. Extensive mountain ranges can also 
greatly affect the weather patterns of a region by blocking and diverting wind and storms.



#TERR_Forest
^
^
^There are 
several different types of forest, determined primarily by climate and the type of vegetation they contain. Forests of some type 
exist on nearly every continent in the world. Forests are a valuable source of natural resources, providing wood for paper 
products, building, and other purposes. The harvesting of trees must be done carefully, however. If not done in moderation, 
lumbering can destroy the natural habitat for indigenous animal species, and destroy the ecology of the land. Government 
regulations limiting the amount of trees that can be cut, and requiring the lumber industry to plant new trees to replace what they 
have harvested, help to prevent major ecological damage as a result of deforestation.



#TERR_Jungle
^
^
^In heavily forested areas where rainfall is high, the growth of both trees and other indigenous plants is profuse. The dense, tangled 
environment of the jungle is home to wide varieties of plant and animal life. Although mineral deposits and fruit-bearing plants can 
sometimes be found in these regions, jungles tend to lack both mineral and food resources. This, combined with the sheer density 
of the native plant life, makes jungles inhospitable to humans. In order to make these areas more useful, jungles are often 
destroyed through deforestation and burning to yield areas of grassland. While this improves the usefulness of the land for humans, 
it destroys the habitat of the indigenous animals of the region. It is estimated that hundreds of undiscovered species of insect and 
animal life are made extinct every day as a result of the destruction of jungles and rain forests.



#TERR_Coast
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.



#TERR_Sea
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.



#TERR_Ocean
^
^
^The oceans and seas of the world cover almost three-quarters of our planet. They are home to millions of life forms ranging from 
microscopic plankton to whales, the largest mammals in the world. The animals and plants that inhabit the sea provide an excellent 
source of food. For centuries, coastal and island cultures have thrived on the resources and easy access to trade provided by the 
sea. Unfortunately, in many parts of the world, a combination of over-harvesting of marine animals and increased pollution has 
begun to threaten fragile coastal ecologies. Some species of marine life are seriously threatened. For example, the whaling industry, 
which thrived in the 19th and early 20th century, is responsible for hunting certain species of whales to near-extinction. 
Government regulations concerning the dumping of pollutants and the indiscriminate harvesting of marine life are constantly being 
updated in response to these growing problems.


#TERR_River
^
^
^The value of a clean source of fresh water to a population cannot be underestimated, and river banks have always been 
prized sites for settlements. In addition to fresh water for drinking, irrigation, and waste removal, rivers are valuable 
trade routes and have been used to aid the defense of the settlements on their banks. 


#TERR_Fresh_Water_Lake
^
^
^The shores of fresh water lakes have always been greatly valued sites on which to build because of the abundance of fresh 
water for drinking and irrigation. Lakes are also rich sources of food and commercial products, and harvesting such resources
is a boon to any nearby settlement.


#TERR_Marsh
^
^
^River deltas and other low-lying areas are often surrounded by poorly drained mineral beds. This leads to
the formation of marshes, large, water-logged areas vibrant with grasses and other plant life. Marshes are
often extremely complex ecosystems home to hundreds of different plant and animal species. Rice and other food
plants requiring large quantities of water can be grown in marshes, although the soil underneath may not be
sufficiently hospitable. Due to the soft nature of the ground, marsh is generally unsuitable for building
purposes.



#TERR_Volcano
^
^
^Heat rises. This is the reason, in a nutshell, for the presence of volcanoes on the earth. Mountainous
manifestations of vents and cracks in the earth's crust, volcanoes provide release for the heat that builds up
in the earth's core. A volcanic eruption occurs when the heat pressure underneath a particular vent becomes
too strong for the crust to contain, and depending on the size of the vent and the amount of pressure an
eruption can be minor (just a dribble of lava that seals off the volcano when it dries) or cataclysmic
(such as the Krakatoa or Vesuvius eruptions).


; END TERRAIN______________________________________________________________________________________END TERRAIN
















; Government Types________________________________________________________ Government Types


#GOVT_Anarchy
^
^
^Anarchy is not so much a system of government as the lack of one. Your civilization can sink into anarchy 
if the government falls from prolonged $LINK<civil disorder=GCON_Disorder>, or if you sanction a 
$LINK<revolution=GCON_Revolution>. Anarchy seldom lasts longer than a few turns. During that period corruption 
and waste are so high that no production occurs and no taxes are collected. Scientific research comes to halt, as well.
There is no improvement maintenance when a civilization is in Anarchy.


#GOVT_Despotism
^
^
^In Despotism, you rule with absolute power over your subjects, usually enforced by the military. This 
system has a tendency to minimize individual freedom and reduce the efficiency of production efforts. 


#GOVT_Monarchy
^
^
^Monarchs rule with absolute authority, severely limiting personal and economic freedom of all
citizens except for nobility and the rich upper-class. However, there is a sense among the populace that you rule by
sanction of the gods (or God) and this alleviates many of the production problems found in $LINK<despotism=GOVT_Despotism>.
$LINK<Corruption and waste=GCON_Corruption> are significant, but are ameliorated to an extent by loyalty to the King.


#GOVT_Communism
^
^
^Under Bolshevism, the government is in the hands of a ruling "party" controlled absolutely by you, the Chairman.
Although Bolshevism allows greater production than despotism, the system restricts personal freedoms, limiting
$LINK<commerce=GCON_Commerce>. One positive aspect of Bolshevism is its effect upon $LINK<corruption and waste=GCON_Corruption>:
all cities suffer the same, limited effects.


#GOVT_Republic
^
^
^Under a Republic, you rule over autonomous city states by consent of the people through representatives. This allows the
people substantial personal and economic freedoms, producing an increase in $LINK<commerce=GCON_Commerce>.
However your government is affected by $LINK<war weariness=GCON_War_Weariness>, which can cause significant
$LINK<civil disorder=GCON_Disorder> problems in times of war, especially if you are the aggressor.  Maintenance cost per unit per turn is 2 gold instead of just 1.


#GOVT_Democracy
^
^
^You are elected by the people to rule with their interests at heart. You are rewarded by increased
$LINK<commerce=GCON_Commerce> and $LINK<production=GCON_Shields>. However, $LINK<war weariness=GCON_War_Weariness>
is a significant problem and war must be entered into only after much consideration.


#GOVT_Fascism
^
^You rule as dictator of a fascist state, appealing to strong feelings of national identity and the promise of a glorious future (or return to an idealized past). Your nation views itself as entitled to anything it can take from weaker or less worthy civilizations, so $LINK<war weariness=GCON_War_Weariness> is not an issue, and nationalist fervor for public works means that your Workers do their jobs faster. However, your brutal methods and suspicious attitude towards business and enterprise mean you must use forced labor to build improvements. Your cities lose population points upon a change to fascist government, Newly conquered cities also lose population, and do not generate culture until a popular majority has been assimilated. 


#GOVT_Feudalism
^
^
^You rule as a feudal king, dependent on your vassal lords for support and bound to respect their wishes. $LINK<Corruption=GCON_Corruption> among the lords is a continual problem.  In addition, your vassals are wary of continual warfare and $LINK<war weariness=GCON_War_Weariness> may result. You do not suffer the production problems associated with $LINK<despotism=GOVT_Despotism>, however.  Maintenance cost per unit per turn is 3 gold instead of 1.


#GOVT_ConsMonarchy
^
^
^You rule as a constitutional monarch of your kingdom, most likely your ancestors were once absolute monarchs, but limited your monarch for your people. Your rule, unlike a Absolute monarchy is more symbolic, so corruption is far less of a problem as your system is more democratic. In addition, because you are a monarch, you still have more powers than a president would in a democracy, so your country is more ready and able to fight and cope with wars than a democracy.

#GOVT_Reich
^
^
^The Germans had a very different system of government than the other Monarchies of Europe. They were a constitutional Monarchy in a sense, but also fairly absolutist as well. The mix of a chancellor and the Kaiser created a strange mixed system of both Absolute and Constitutional Monarchy, sharing both of those Governments Benefits.


; END GOVTS______________________________________________________________________END GOVTS













; Terrain Improvements___________________________________________________________Terrain Improvements

#TFRM_Mine
^
^
^A mine increases the $LINK<shield production=GCON_Shields> of a square.
^
^{Terrain					Produces}
^Grasslands				0 shields, 1 if mined.
^  w/ outcropping		1 shields, 2 if mined.
^Plains					1 shields, 2 if mined.
^Hills					1 shields, 3 if mined.
^Mountains				1 shields, 3 if mined.
^
^Workers are ordered to dig mines by pressing [M], or the "Build Mine" button.


#TFRM_Irrigation
^
^
^Irrigation increases $LINK<food production=GCON_Food>. Only squares adjacent to fresh water (river or lake) or 
to another irrigated square may be irrigated. After the discovery of $LINK<Electricity=TECH_Electricity>, you can
irrigate a tile without proximity to fresh water.
^
^{Terrain				Produces}
^Floodplains			3 food, 4 if irrigated.
^Grasslands				2 food, 3 if irrigated.
^Plains					1 food, 2 if irrigated.
^
^Workers are ordered to irrigate by pressing [I] or the "Irrigate" button.


#TFRM_Road
^Roads increase the output of $LINK<commerce=GCON_Commerce> and can be built in any terrain except water squares.
Also, units moving along roads expend one third of a movement point per square, regardless of terrain type. 
^
^{Terrain				Produces}
^Floodplains			1 commerce, 2 with a road.
^Grasslands				0 commerce, 1 with a road.
^Plains					0 commerce, 1 with a road.
^Hills					0 commerce, 1 with a road.
^Mountains				0 commerce, 1 with a road.
^Forests				0 commerce, 1 with a road.
^Jungles				0 commerce, 1 with a road.
^
^Workers are ordered to build roads by pressing [R] or the "Build Road" button.


#TFRM_Fortress
^
^
^Units within a fortress enjoy a +50% defensive bonus, as well as a $LINK<zone of control=GCON_ZOC>.
^
^Workers are ordered to build fortresses by pressing [Ctrl-F], or the "Build Fortification" button.


#TFRM_Barricades
^
^
^A barricade hinders movement of "enemy" ground units, forcing them to stop on the barricade's square, even if the barricade
is unoccupied. However, if occupied, a unit in a barricade enjoy a defensive bonus which is double the bonus awarded by a $LINK<fortress=GCON_Fortresses>. A barricade can only be built on a square already containing a fortress. If pillaged, a barricade
is "reduced" to a fortress.
^
^Workers can build barricades after the discovery of $LINK<Construction=TECH_Construction>.


#TFRM_Railroad
^
^
^Units moving along a railroad expend zero movement points. Railroads also increase the output of $LINK<irrigation=TFRM_Irrigation> or $LINK<mines=TFRM_Mine>.
^
^Workers can build railroads after the discovery of $LINK<Steam Power=TECH_Steam_Power>, but only if your
civilization has access to the $LINK<Strategic Resources Iron and Coal=GCON_ResourcesS>.
^
^Workers are ordered to build railroads by pressing [Shift-R] or the "Build Railroad" button.


#TFRM_Build_Colony
^
^
^A worker can establish a colony on any square that contains a $LINK<tradable resource=GCON_ResourcesN>.
If the colony is then $LINK<connected=GCON_Trade> to a city, that city gains access to the resource. A colony
is necessary only if the resource is not inside your $LINK<borders=GCON_Territory>. Note that when a city's
borders expand to include a colony, the colony disappears because it is no longer needed. The worker is consumed
by building a colony.
^
^A worker is ordered to build a colony by pressing [B] or the "Build Colony" button.


#TFRM_Clear_Forest
^
^
^A worker can clear the $LINK<forest=TERR_Forest> from a square and contribute 10 $LINK<shields=GCON_Shields> to the nearest controlled city.
The resulting terrain will be either $LINK<grasslands=TERR_Grassland>, $LINK<plains=TERR_Plains>, or $LINK<tundra=TERR_Tundra>, depending upon the base terrain beneath the forest.
^
^A worker is ordered to clear forests by pressing [Shift-C] or the "Clear Forest" button in a forest square.



#TFRM_Clear_Wetlands
^
^
^A worker can clear the $LINK<jungle=TERR_Jungle> or $LINK<marsh=TERR_Marsh> from a square, creating either $LINK<floodplains=TERR_Flood_Plain> 
or $LINK<grasslands=TERR_Grassland>.
^
^A worker is ordered to clear jungle or marsh by pressing [Shift-C] or the "Clear Wetlands" button in a
jungle or marsh square.



#TFRM_Plant_Forest
^
^
^After the discovery of $LINK<Engineering=TECH_Engineering>, workers can plant forests in any grassland or
plains square. This transforms the square into a normal $LINK<forest=TERR_Forest> square.
^
^A worker is ordered to plant forests by pressing [N] or the "Plant Forest" button.



#TFRM_Clear_Damage
^
^
^A worker can repair a damaged square (cleaning up pollution and volcanic fallout, and filling in bomb craters),
thus restoring the square to its former production capacity.
^
^A worker is ordered to clear damage by pressing [Shift-C] or the "Clear Damage" button.



#TFRM_Airfield
^
^
^Airfields function in the same manner that a city with an airport would for air units.  To construct an Airfield, 
move a worker to any neutral or owned land tile and select the Build Airfield unit action.  Construction of the 
Airfield consumes the worker.  Airfields can be a re-base mission destination.  All air missions can be launched 
from an airfield, and there is no limit to the number of aircraft that can be re-based at an Airfield.  Airfields 
can only be used by the player who created it.  If it falls into the territory of another civilization, however, 
the airfield becomes solely useable by the player whose territory it lies in (unless they have yet to research 
Flight, in which case the airfield is destroyed).  Airfields can only be built in tiles that are empty or have a 
road and/or railroad.  The "Build Airfield" unit-action becomes available after the Flight advance is 
researched.

#TFRM_Radar_Tower
^
^
^Radar Towers provide a combat bonus to units within their affected area.  To construct a Radar Tower, move a 
worker to any land tile within your territory and select the "Build Radar Tower" unit action. Construction of 
the Radar Tower consumes the worker.  The range of the effected area is 2 tiles. Friendly units within the Radar 
Towers range get a +25% attack and defense bonus.  This bonus can only be applied once, even if multiple towers 
overlap.  Radar Towers can only be used by the player who created them.  Should a Radar Tower fall into the 
territory of another civilization, it will be destroyed.  Radar Towers can only be built in tiles that are empty 
or have a mine, irrigation, road and/or railroad.  The "Build Radar Tower" unit-action becomes available after 
the Radio advance is researched.

#TFRM_Outpost
^
^
^Outposts eliminate fog of war.  To construct an Outpost, move a worker to any land tile in neutral or owned 
territory and select the Build Outpost unit action.  Construction of the Outpost consumes the worker.  The range 
of vision for the Outpost is 2 tiles on flat terrain, 3 on hills and 4 on mountains.  Outposts can only be used 
by the player who created them.  If an Outpost falls within the territory of any other civilization, it will be 
destroyed.  Outposts can only be built in tiles that are empty or have a mine, irrigation, road and/or a railroad. 
The "Build Outpost" unit-action becomes available after the Masonry advance is researched.

; END Improvements____________________________________________________________________________END Improvements











; Civilizations____________________________________________________________________________Civilizations

#RACE_Italians

#RACE_GREEKS

#RACE_Colombians

#RACE_GERMANS

#RACE_RUSSIAN

#RACE_CHINESE

#RACE_JAPANESE

#RACE_FRENCH

#RACE_Dominicans

#RACE_PERSIAN

#RACE_Paraguayan

#RACE_ENGLISH

#RACE_Spanish

#RACE_Vikings

#RACE_CentralAmerican

#RACE_Abysinian

#RACE_Ottomans

#RACE_Brazilian

#RACE_Bolivian

#RACE_Equadorans

#RACE_AustroHungarians

#RACE_Mexicans

#RACE_PORTUGAL

#RACE_Lowland

#RACE_Venezuelans

#RACE_Tibetans

#RACE_Chileans

#RACE_Haitians

#RACE_Argentinan

#RACE_Peruvian

#RACE_AMERICAN

#RACE_Uruguayans


#EOF
